// // fragment_main // RWByteAddressBuffer prevent_dce : register(u0); RWTexture2DArray arg_0 : register(u0, space1); float4 textureLoad_5ee714() { uint2 arg_1 = (1u).xx; uint arg_2 = 1u; uint v = arg_2; int2 v_1 = int2(arg_1); float4 res = arg_0.Load(int4(v_1, int(v), int(0))); return res; } void fragment_main() { prevent_dce.Store4(0u, asuint(textureLoad_5ee714())); } // // compute_main // RWByteAddressBuffer prevent_dce : register(u0); RWTexture2DArray arg_0 : register(u0, space1); float4 textureLoad_5ee714() { uint2 arg_1 = (1u).xx; uint arg_2 = 1u; uint v = arg_2; int2 v_1 = int2(arg_1); float4 res = arg_0.Load(int4(v_1, int(v), int(0))); return res; } [numthreads(1, 1, 1)] void compute_main() { prevent_dce.Store4(0u, asuint(textureLoad_5ee714())); }