Texture3D<float4> arg_0 : register(t0, space1); | |
SamplerState arg_1 : register(s1, space1); | |
RWByteAddressBuffer prevent_dce : register(u0, space2); | |
void textureSample_3b50bd() { | |
float4 res = arg_0.Sample(arg_1, (1.0f).xxx); | |
prevent_dce.Store4(0u, asuint(res)); | |
} | |
void fragment_main() { | |
textureSample_3b50bd(); | |
return; | |
} |