|  | @group(1) @binding(0) var arg_0 : texture_cube_array<f32>; | 
|  |  | 
|  | @group(1) @binding(1) var arg_1 : sampler; | 
|  |  | 
|  | fn textureSampleLevel_0bdd9a() { | 
|  | var res : vec4<f32> = textureSampleLevel(arg_0, arg_1, vec3<f32>(1.0f), 1i, 1.0f); | 
|  | prevent_dce = res; | 
|  | } | 
|  |  | 
|  | @group(2) @binding(0) var<storage, read_write> prevent_dce : vec4<f32>; | 
|  |  | 
|  | @vertex | 
|  | fn vertex_main() -> @builtin(position) vec4<f32> { | 
|  | textureSampleLevel_0bdd9a(); | 
|  | return vec4<f32>(); | 
|  | } | 
|  |  | 
|  | @fragment | 
|  | fn fragment_main() { | 
|  | textureSampleLevel_0bdd9a(); | 
|  | } | 
|  |  | 
|  | @compute @workgroup_size(1) | 
|  | fn compute_main() { | 
|  | textureSampleLevel_0bdd9a(); | 
|  | } |