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