struct type_2 { float member; }; struct type_4 { uint2 member; }; RWByteAddressBuffer global : register(u0); ByteAddressBuffer global_1 : register(t1); Texture2D global_2 : register(t2); void function() { uint2 _e6 = asuint(global_1.Load2(0)); float _e7 = global_2.Load(int3(_e6, int(0))).x; global.Store(0, asuint((_e7).xxxx.x)); return; } [numthreads(32, 1, 1)] void cull_fetch_depth() { function(); }