Texture1D<float4> arg_0 : register(t0, space1);
SamplerState arg_1 : register(s1, space1);
RWByteAddressBuffer prevent_dce : register(u0, space2);
void textureSample_6e64fb() {
float4 res = arg_0.Sample(arg_1, 1.0f);
prevent_dce.Store4(0u, asuint(res));
}
void fragment_main() {
textureSample_6e64fb();
return;