25 lines
410 B
HLSL
25 lines
410 B
HLSL
Texture2DArray<float4> arg_0 : register(t0, space1);
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void textureDimensions_0a5fcf() {
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int3 tint_tmp;
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arg_0.GetDimensions(tint_tmp.x, tint_tmp.y, tint_tmp.z);
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int2 res = tint_tmp.xy;
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}
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void vertex_main() {
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textureDimensions_0a5fcf();
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return;
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}
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void fragment_main() {
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textureDimensions_0a5fcf();
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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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textureDimensions_0a5fcf();
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return;
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}
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