TextureCubeArray<float4> arg_0 : register(t0, space1);
SamplerState arg_1 : register(s1, space1);
RWByteAddressBuffer prevent_dce : register(u0, space2);
void textureSampleBias_eed7c4() {
float3 arg_2 = (1.0f).xxx;
int arg_3 = 1;
float arg_4 = 1.0f;
float4 res = arg_0.SampleBias(arg_1, float4(arg_2, float(arg_3)), arg_4);
prevent_dce.Store4(0u, asuint(res));
}
void fragment_main() {
textureSampleBias_eed7c4();
return;