| 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); |
| float4 value : SV_Position; |
| float4 vertex_main_inner() { |
| textureSampleLevel_0bdd9a(); |
| return float4(0.0f, 0.0f, 0.0f, 0.0f); |
| tint_symbol vertex_main() { |
| const float4 inner_result = vertex_main_inner(); |
| tint_symbol wrapper_result = (tint_symbol)0; |
| wrapper_result.value = inner_result; |
| textureSampleLevel_0bdd9a(); |
| textureSampleLevel_0bdd9a(); |