38 lines
812 B
HLSL
38 lines
812 B
HLSL
Texture2DArray<uint4> arg_1 : register(t1, space1);
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SamplerState arg_2 : register(s2, space1);
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RWByteAddressBuffer prevent_dce : register(u0, space2);
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void textureGather_a0372b() {
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float2 arg_3 = (1.0f).xx;
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uint arg_4 = 1u;
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uint4 res = arg_1.GatherGreen(arg_2, float3(arg_3, float(arg_4)));
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prevent_dce.Store4(0u, asuint(res));
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}
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struct tint_symbol {
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float4 value : SV_Position;
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};
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float4 vertex_main_inner() {
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textureGather_a0372b();
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return (0.0f).xxxx;
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}
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tint_symbol vertex_main() {
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const float4 inner_result = vertex_main_inner();
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tint_symbol wrapper_result = (tint_symbol)0;
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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void fragment_main() {
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textureGather_a0372b();
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return;
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}
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[numthreads(1, 1, 1)]
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void compute_main() {
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textureGather_a0372b();
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return;
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}
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