| @group(1) @binding(0) var arg_0 : texture_depth_cube; |
| |
| @group(1) @binding(1) var arg_1 : sampler; |
| |
| fn textureSampleLevel_ae92a2() { |
| var res : f32 = textureSampleLevel(arg_0, arg_1, vec3<f32>(1.0f), 1u); |
| prevent_dce = res; |
| } |
| |
| @group(2) @binding(0) var<storage, read_write> prevent_dce : f32; |
| |
| @vertex |
| fn vertex_main() -> @builtin(position) vec4<f32> { |
| textureSampleLevel_ae92a2(); |
| return vec4<f32>(); |
| } |
| |
| @fragment |
| fn fragment_main() { |
| textureSampleLevel_ae92a2(); |
| } |
| |
| @compute @workgroup_size(1) |
| fn compute_main() { |
| textureSampleLevel_ae92a2(); |
| } |