| Texture2D<float4> arg_0 : register(t0, space1); |
| SamplerState arg_1 : register(s1, space1); |
| RWByteAddressBuffer prevent_dce : register(u0, space2); |
| void textureSampleLevel_0b0a1b() { |
| float4 res = arg_0.SampleLevel(arg_1, (1.0f).xx, 1.0f, int2((1).xx)); |
| prevent_dce.Store4(0u, asuint(res)); |
| float4 value : SV_Position; |
| float4 vertex_main_inner() { |
| textureSampleLevel_0b0a1b(); |
| tint_symbol vertex_main() { |
| float4 inner_result = vertex_main_inner(); |
| tint_symbol wrapper_result = (tint_symbol)0; |
| wrapper_result.value = inner_result; |
| textureSampleLevel_0b0a1b(); |
| textureSampleLevel_0b0a1b(); |