Texture1D arg_0 : register(t0, space1); SamplerState arg_1 : register(s1, space1); RWByteAddressBuffer prevent_dce : register(u0, space2); void textureSample_6e64fb() { float arg_2 = 1.0f; float4 res = arg_0.Sample(arg_1, arg_2); prevent_dce.Store4(0u, asuint(res)); } void fragment_main() { textureSample_6e64fb(); return; }