[[group(1), binding(0)]] var arg_0 : texture_depth_2d; | |
[[group(1), binding(1)]] var arg_1 : sampler; | |
fn textureGather_2e0ed5() { | |
var res : vec4<f32> = textureGather(arg_0, arg_1, vec2<f32>()); | |
} | |
[[stage(vertex)]] | |
fn vertex_main() -> [[builtin(position)]] vec4<f32> { | |
textureGather_2e0ed5(); | |
return vec4<f32>(); | |
} | |
[[stage(fragment)]] | |
fn fragment_main() { | |
textureGather_2e0ed5(); | |
} | |
[[stage(compute), workgroup_size(1)]] | |
fn compute_main() { | |
textureGather_2e0ed5(); | |
} |