28 lines
606 B
HLSL
28 lines
606 B
HLSL
Texture2DArray<float4> arg_0 : register(t0, space1);
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SamplerState arg_1 : register(s1, space1);
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void textureSampleGrad_2ecd8f() {
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float4 res = arg_0.SampleGrad(arg_1, float3(0.0f, 0.0f, float(1)), float2(0.0f, 0.0f), float2(0.0f, 0.0f));
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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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tint_symbol vertex_main() {
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textureSampleGrad_2ecd8f();
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const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)};
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return tint_symbol_1;
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}
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void fragment_main() {
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textureSampleGrad_2ecd8f();
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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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textureSampleGrad_2ecd8f();
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return;
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}
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