Texture2DArray arg_0 : register(t0, space1); | |
SamplerState arg_1 : register(s1, space1); | |
RWByteAddressBuffer prevent_dce : register(u0, space2); | |
void textureSample_1a4e1b() { | |
float res = arg_0.Sample(arg_1, float3((1.0f).xx, float(1u))).x; | |
prevent_dce.Store(0u, asuint(res)); | |
} | |
void fragment_main() { | |
textureSample_1a4e1b(); | |
return; | |
} |