36 lines
666 B
HLSL
36 lines
666 B
HLSL
RWTexture2DArray<int4> arg_0 : register(u0, space1);
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void textureStore_72fa64() {
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uint2 arg_1 = (1u).xx;
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int arg_2 = 1;
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int4 arg_3 = (1).xxxx;
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arg_0[uint3(arg_1, uint(arg_2))] = arg_3;
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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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textureStore_72fa64();
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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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textureStore_72fa64();
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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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textureStore_72fa64();
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return;
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}
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