Texture2DArray<float4> arg_0 : register(t0, space1); | |
SamplerState arg_1 : register(s1, space1); | |
RWByteAddressBuffer prevent_dce : register(u0, space2); | |
void textureSampleBias_1c707e() { | |
float2 arg_2 = (1.0f).xx; | |
uint arg_3 = 1u; | |
float arg_4 = 1.0f; | |
float4 res = arg_0.SampleBias(arg_1, float3(arg_2, float(arg_3)), arg_4); | |
prevent_dce.Store4(0u, asuint(res)); | |
} | |
void fragment_main() { | |
textureSampleBias_1c707e(); | |
return; | |
} |