| Texture2D<float4> arg_0 : register(t0, space1); |
| SamplerState arg_1 : register(s1, space1); |
| RWByteAddressBuffer prevent_dce : register(u0, space2); |
| |
| void textureSampleLevel_0b0a1b() { |
| float2 arg_2 = (1.0f).xx; |
| float arg_3 = 1.0f; |
| float4 res = arg_0.SampleLevel(arg_1, arg_2, arg_3, int2((1).xx)); |
| prevent_dce.Store4(0u, asuint(res)); |
| } |
| |
| struct tint_symbol { |
| float4 value : SV_Position; |
| }; |
| |
| float4 vertex_main_inner() { |
| textureSampleLevel_0b0a1b(); |
| return (0.0f).xxxx; |
| } |
| |
| tint_symbol vertex_main() { |
| float4 inner_result = vertex_main_inner(); |
| tint_symbol wrapper_result = (tint_symbol)0; |
| wrapper_result.value = inner_result; |
| return wrapper_result; |
| } |
| |
| void fragment_main() { |
| textureSampleLevel_0b0a1b(); |
| return; |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| textureSampleLevel_0b0a1b(); |
| return; |
| } |