62 lines
1.2 KiB
HLSL
62 lines
1.2 KiB
HLSL
Texture2DMS<float4> arg_0 : register(t0, space1);
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static float4 tint_symbol_1 = float4(0.0f, 0.0f, 0.0f, 0.0f);
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void textureLoad_6273b1() {
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float res = 0.0f;
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const float4 x_17 = float4(arg_0.Load(int3(0, 0, 0), 1).x, 0.0f, 0.0f, 0.0f);
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res = x_17.x;
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return;
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}
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void tint_symbol_2(float4 tint_symbol) {
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tint_symbol_1 = tint_symbol;
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return;
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}
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void vertex_main_1() {
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textureLoad_6273b1();
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tint_symbol_2(float4(0.0f, 0.0f, 0.0f, 0.0f));
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return;
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}
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struct vertex_main_out {
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float4 tint_symbol_1_1;
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};
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struct tint_symbol_3 {
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float4 tint_symbol_1_1 : SV_Position;
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};
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vertex_main_out vertex_main_inner() {
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vertex_main_1();
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const vertex_main_out tint_symbol_4 = {tint_symbol_1};
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return tint_symbol_4;
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}
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tint_symbol_3 vertex_main() {
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const vertex_main_out inner_result = vertex_main_inner();
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tint_symbol_3 wrapper_result = (tint_symbol_3)0;
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wrapper_result.tint_symbol_1_1 = inner_result.tint_symbol_1_1;
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return wrapper_result;
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}
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void fragment_main_1() {
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textureLoad_6273b1();
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return;
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}
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void fragment_main() {
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fragment_main_1();
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return;
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}
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void compute_main_1() {
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textureLoad_6273b1();
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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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compute_main_1();
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return;
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}
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