| TextureCubeArray<float4> arg_1 : register(t1, space1); |
| SamplerState arg_2 : register(s2, space1); |
| RWByteAddressBuffer prevent_dce : register(u0, space2); |
| void textureGather_751f8a() { |
| float3 arg_3 = (1.0f).xxx; |
| float4 res = arg_1.GatherGreen(arg_2, float4(arg_3, float(arg_4))); |
| prevent_dce.Store4(0u, asuint(res)); |
| float4 value : SV_Position; |
| float4 vertex_main_inner() { |
| tint_symbol vertex_main() { |
| const float4 inner_result = vertex_main_inner(); |
| tint_symbol wrapper_result = (tint_symbol)0; |
| wrapper_result.value = inner_result; |