@group(1) @binding(0) var arg_0 : texture_depth_cube_array; @group(1) @binding(1) var arg_1 : sampler; fn textureGather_43025d() { var res : vec4<f32> = textureGather(arg_0, arg_1, vec3<f32>(1.0f), 1i); } @vertex fn vertex_main() -> @builtin(position) vec4<f32> { textureGather_43025d(); return vec4<f32>(); } @fragment fn fragment_main() { textureGather_43025d(); } @compute @workgroup_size(1) fn compute_main() { textureGather_43025d(); }