Texture2D arg_0 : register(t0, space1); SamplerState arg_1 : register(s1, space1); RWByteAddressBuffer prevent_dce : register(u0, space2); void textureSampleBias_a161cf() { float2 arg_2 = (1.0f).xx; float arg_3 = 1.0f; float4 res = arg_0.SampleBias(arg_1, arg_2, arg_3, (1).xx); prevent_dce.Store4(0u, asuint(res)); } void fragment_main() { textureSampleBias_a161cf(); return; }