| @group(1) @binding(1) var arg_1 : texture_2d_array<u32>; |
| |
| @group(1) @binding(2) var arg_2 : sampler; |
| |
| fn textureGather_1bf0ab() { |
| const arg_0 = 1u; |
| var arg_3 = vec2<f32>(1.0f); |
| var arg_4 = 1u; |
| var res : vec4<u32> = textureGather(arg_0, arg_1, arg_2, arg_3, arg_4); |
| prevent_dce = res; |
| } |
| |
| @group(2) @binding(0) var<storage, read_write> prevent_dce : vec4<u32>; |
| |
| @vertex |
| fn vertex_main() -> @builtin(position) vec4<f32> { |
| textureGather_1bf0ab(); |
| return vec4<f32>(); |
| } |
| |
| @fragment |
| fn fragment_main() { |
| textureGather_1bf0ab(); |
| } |
| |
| @compute @workgroup_size(1) |
| fn compute_main() { |
| textureGather_1bf0ab(); |
| } |