@group(1) @binding(0) var arg_0 : texture_depth_2d; | |
@group(1) @binding(1) var arg_1 : sampler; | |
fn textureSample_0dff6c() { | |
var res : f32 = textureSample(arg_0, arg_1, vec2<f32>(1.0f), vec2<i32>(1i)); | |
prevent_dce = res; | |
} | |
@group(2) @binding(0) var<storage, read_write> prevent_dce : f32; | |
@fragment | |
fn fragment_main() { | |
textureSample_0dff6c(); | |
} |