// // fragment_main // RWByteAddressBuffer prevent_dce : register(u0); RWTexture3D arg_0 : register(u0, space1); uint4 textureLoad_26b8f6() { uint3 arg_1 = (1u).xxx; uint4 res = arg_0.Load(int4(int3(arg_1), int(0))); return res; } void fragment_main() { prevent_dce.Store4(0u, textureLoad_26b8f6()); } // // compute_main // RWByteAddressBuffer prevent_dce : register(u0); RWTexture3D arg_0 : register(u0, space1); uint4 textureLoad_26b8f6() { uint3 arg_1 = (1u).xxx; uint4 res = arg_0.Load(int4(int3(arg_1), int(0))); return res; } [numthreads(1, 1, 1)] void compute_main() { prevent_dce.Store4(0u, textureLoad_26b8f6()); }