TextureCubeArray<float4> arg_0 : register(t0, space1); SamplerState arg_1 : register(s1, space1); void textureSampleLevel_0bdd9a() { float4 res = arg_0.SampleLevel(arg_1, float4(0.0f, 0.0f, 0.0f, float(1)), 1.0f); } struct tint_symbol { float4 value : SV_Position; }; float4 vertex_main_inner() { textureSampleLevel_0bdd9a(); return float4(0.0f, 0.0f, 0.0f, 0.0f); } tint_symbol vertex_main() { const float4 inner_result = vertex_main_inner(); tint_symbol wrapper_result = (tint_symbol)0; wrapper_result.value = inner_result; return wrapper_result; } void fragment_main() { textureSampleLevel_0bdd9a(); return; } [numthreads(1, 1, 1)] void compute_main() { textureSampleLevel_0bdd9a(); return; }