| TextureCubeArray<float4> arg_0 : register(t0, space1); | |
| SamplerState arg_1 : register(s1, space1); | |
| RWByteAddressBuffer prevent_dce : register(u0, space2); | |
| void textureSample_4dd1bf() { | |
| float4 res = arg_0.Sample(arg_1, float4((1.0f).xxx, float(1))); | |
| prevent_dce.Store4(0u, asuint(res)); | |
| } | |
| void fragment_main() { | |
| textureSample_4dd1bf(); | |
| return; | |
| } |