Texture2DArray arg_0 : register(t0, space1); | |
SamplerState arg_1 : register(s1, space1); | |
float textureSample_1a4e1b() { | |
float2 arg_2 = (1.0f).xx; | |
uint arg_3 = 1u; | |
float res = arg_0.Sample(arg_1, float3(arg_2, float(arg_3))).x; | |
return res; | |
} | |
RWByteAddressBuffer prevent_dce : register(u0); | |
void fragment_main() { | |
prevent_dce.Store(0u, asuint(textureSample_1a4e1b())); | |
return; | |
} |