// // fragment_main // RWByteAddressBuffer prevent_dce : register(u0); RWTexture2D arg_0 : register(u0, space1); float4 textureLoad_46488e() { uint2 arg_1 = (1u).xx; float4 res = arg_0.Load(int3(int2(arg_1), int(0))); return res; } void fragment_main() { prevent_dce.Store4(0u, asuint(textureLoad_46488e())); } // // compute_main // RWByteAddressBuffer prevent_dce : register(u0); RWTexture2D arg_0 : register(u0, space1); float4 textureLoad_46488e() { uint2 arg_1 = (1u).xx; float4 res = arg_0.Load(int3(int2(arg_1), int(0))); return res; } [numthreads(1, 1, 1)] void compute_main() { prevent_dce.Store4(0u, asuint(textureLoad_46488e())); }