@group(1) @binding(0) var arg_0 : texture_depth_cube_array; @group(1) @binding(1) var arg_1 : sampler_comparison; fn textureSampleCompareLevel_4cf3a2() { var res : f32 = textureSampleCompareLevel(arg_0, arg_1, vec3<f32>(1.0f), 1i, 1.0f); prevent_dce = res; } @group(2) @binding(0) var<storage, read_write> prevent_dce : f32; @vertex fn vertex_main() -> @builtin(position) vec4<f32> { textureSampleCompareLevel_4cf3a2(); return vec4<f32>(); } @fragment fn fragment_main() { textureSampleCompareLevel_4cf3a2(); } @compute @workgroup_size(1) fn compute_main() { textureSampleCompareLevel_4cf3a2(); }