33 lines
609 B
HLSL
33 lines
609 B
HLSL
RWTexture2D<int4> arg_0 : register(u0, space1);
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void textureStore_bbcb7f() {
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arg_0[int2(0, 0)] = int4(0, 0, 0, 0);
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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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textureStore_bbcb7f();
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return float4(0.0f, 0.0f, 0.0f, 0.0f);
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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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textureStore_bbcb7f();
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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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textureStore_bbcb7f();
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return;
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}
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