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