// // fragment_main // RWTexture2DArray arg_0 : register(u0, space1); void textureStore_89acd4() { uint2 arg_1 = (1u).xx; int arg_2 = int(1); float4 arg_3 = (1.0f).xxxx; uint2 v = arg_1; float4 v_1 = arg_3; arg_0[uint3(v, uint(arg_2))] = v_1; } void fragment_main() { textureStore_89acd4(); } // // compute_main // RWTexture2DArray arg_0 : register(u0, space1); void textureStore_89acd4() { uint2 arg_1 = (1u).xx; int arg_2 = int(1); float4 arg_3 = (1.0f).xxxx; uint2 v = arg_1; float4 v_1 = arg_3; arg_0[uint3(v, uint(arg_2))] = v_1; } [numthreads(1, 1, 1)] void compute_main() { textureStore_89acd4(); }