| TextureCubeArray<float4> arg_0 : register(t0, space1); |
| SamplerState arg_1 : register(s1, space1); |
| |
| void textureSampleLevel_0bdd9a() { |
| float4 res = arg_0.SampleLevel(arg_1, float4(0.0f, 0.0f, 0.0f, float(1)), 1.0f); |
| } |
| |
| struct tint_symbol { |
| float4 value : SV_Position; |
| }; |
| |
| tint_symbol vertex_main() { |
| textureSampleLevel_0bdd9a(); |
| const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; |
| return tint_symbol_1; |
| } |
| |
| void fragment_main() { |
| textureSampleLevel_0bdd9a(); |
| return; |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| textureSampleLevel_0bdd9a(); |
| return; |
| } |