Texture2D<float4> arg_0 : register(t0, space1);
SamplerState arg_1 : register(s1, space1);
void textureSampleLevel_690d95() {
float4 res = arg_0.SampleLevel(arg_1, float2(0.0f, 0.0f), 1.0f, int2(0, 0));
}
struct tint_symbol {
float4 value : SV_Position;
};
tint_symbol vertex_main() {
textureSampleLevel_690d95();
const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)};
return tint_symbol_1;
void fragment_main() {
return;
[numthreads(1, 1, 1)]
void compute_main() {