TextureCubeArray<float4> arg_1 : register(t1, space1); | |
SamplerState arg_2 : register(s2, space1); | |
void textureGather_3112e8() { | |
float4 res = arg_1.GatherGreen(arg_2, float4(0.0f, 0.0f, 0.0f, float(1))); | |
} | |
struct tint_symbol { | |
float4 value : SV_Position; | |
}; | |
float4 vertex_main_inner() { | |
textureGather_3112e8(); | |
return float4(0.0f, 0.0f, 0.0f, 0.0f); | |
} | |
tint_symbol vertex_main() { | |
const float4 inner_result = vertex_main_inner(); | |
tint_symbol wrapper_result = (tint_symbol)0; | |
wrapper_result.value = inner_result; | |
return wrapper_result; | |
} | |
void fragment_main() { | |
textureGather_3112e8(); | |
return; | |
} | |
[numthreads(1, 1, 1)] | |
void compute_main() { | |
textureGather_3112e8(); | |
return; | |
} |