[[group(1), binding(0)]] var arg_0 : texture_depth_cube_array;
[[group(1), binding(1)]] var arg_1 : sampler;
fn textureSampleLevel_ae5e39() {
var res : f32 = textureSampleLevel(arg_0, arg_1, vec3<f32>(), 1, 1);
}
[[stage(vertex)]]
fn vertex_main() -> [[builtin(position)]] vec4<f32> {
textureSampleLevel_ae5e39();
return vec4<f32>();
[[stage(fragment)]]
fn fragment_main() {
[[stage(compute)]]
fn compute_main() {