Texture3D<float4> arg_0 : register(t0, space1);
SamplerState arg_1 : register(s1, space1);
void textureSampleLevel_9bd37b() {
float4 res = arg_0.SampleLevel(arg_1, float3(0.0f, 0.0f, 0.0f), 1.0f, int3(0, 0, 0));
}
struct tint_symbol {
float4 value : SV_Position;
};
float4 vertex_main_inner() {
textureSampleLevel_9bd37b();
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;
return wrapper_result;
void fragment_main() {
return;
[numthreads(1, 1, 1)]
void compute_main() {