29 lines
551 B
HLSL
29 lines
551 B
HLSL
RWTexture2DArray<float4> arg_0 : register(u0, space1);
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void textureNumLayers_e31be1() {
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int3 tint_tmp;
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arg_0.GetDimensions(tint_tmp.x, tint_tmp.y, tint_tmp.z);
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int res = tint_tmp.z;
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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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tint_symbol vertex_main() {
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textureNumLayers_e31be1();
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const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)};
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return tint_symbol_1;
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}
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void fragment_main() {
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textureNumLayers_e31be1();
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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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textureNumLayers_e31be1();
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return;
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}
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