TextureCubeArray arg_0 : register(t0, space1); SamplerState arg_1 : register(s1, space1); void textureSampleBias_c6953d() { float3 arg_2 = (0.0f).xxx; uint arg_3 = 1u; float arg_4 = 1.0f; float4 res = arg_0.SampleBias(arg_1, float4(arg_2, float(arg_3)), arg_4); } void fragment_main() { textureSampleBias_c6953d(); return; }