38 lines
812 B
HLSL
38 lines
812 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_7cd6de() {
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float2 arg_2 = (0.0f).xx;
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uint arg_3 = 1u;
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float2 arg_4 = (0.0f).xx;
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float2 arg_5 = (0.0f).xx;
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float4 res = arg_0.SampleGrad(arg_1, float3(arg_2, float(arg_3)), arg_4, arg_5, (0).xx);
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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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float4 vertex_main_inner() {
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textureSampleGrad_7cd6de();
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return (0.0f).xxxx;
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}
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tint_symbol vertex_main() {
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const float4 inner_result = vertex_main_inner();
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tint_symbol wrapper_result = (tint_symbol)0;
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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void fragment_main() {
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textureSampleGrad_7cd6de();
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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_7cd6de();
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return;
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}
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