struct tint_symbol { float4 value : SV_Position; }; TextureCubeArray arg_0 : register(t0, space1); void ignore_ad88be() { arg_0; } tint_symbol vertex_main() { ignore_ad88be(); const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; return tint_symbol_1; } void fragment_main() { ignore_ad88be(); return; } [numthreads(1, 1, 1)] void compute_main() { ignore_ad88be(); return; }