34 lines
688 B
HLSL
34 lines
688 B
HLSL
Texture2DArray<int4> arg_1 : register(t1, space1);
|
|
SamplerState arg_2 : register(s2, space1);
|
|
|
|
void textureGather_51cf0b() {
|
|
int4 res = arg_1.GatherGreen(arg_2, float3(0.0f, 0.0f, float(1)));
|
|
}
|
|
|
|
struct tint_symbol {
|
|
float4 value : SV_Position;
|
|
};
|
|
|
|
float4 vertex_main_inner() {
|
|
textureGather_51cf0b();
|
|
return float4(0.0f, 0.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
tint_symbol vertex_main() {
|
|
const float4 inner_result = vertex_main_inner();
|
|
tint_symbol wrapper_result = (tint_symbol)0;
|
|
wrapper_result.value = inner_result;
|
|
return wrapper_result;
|
|
}
|
|
|
|
void fragment_main() {
|
|
textureGather_51cf0b();
|
|
return;
|
|
}
|
|
|
|
[numthreads(1, 1, 1)]
|
|
void compute_main() {
|
|
textureGather_51cf0b();
|
|
return;
|
|
}
|