Texture2DArray arg_0 : register(t0, space1); SamplerState arg_1 : register(s1, space1); RWByteAddressBuffer prevent_dce : register(u0, space2); void textureSample_1a4e1b() { float res = arg_0.Sample(arg_1, float3((1.0f).xx, float(1u))).x; prevent_dce.Store(0u, asuint(res)); } void fragment_main() { textureSample_1a4e1b(); return; }