25 lines
428 B
HLSL
25 lines
428 B
HLSL
TextureCubeArray<float4> arg_0 : register(t0, space1);
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void textureDimensions_eda4e3() {
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int4 tint_tmp;
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arg_0.GetDimensions(1, tint_tmp.x, tint_tmp.y, tint_tmp.z, tint_tmp.w);
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int3 res = tint_tmp.xyy;
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}
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void vertex_main() {
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textureDimensions_eda4e3();
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return;
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}
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void fragment_main() {
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textureDimensions_eda4e3();
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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_eda4e3();
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return;
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}
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