@group(1) @binding(0) var arg_0 : texture_depth_2d_array; fn textureLoad_c16e00() { var arg_1 = vec2<i32>(1i); var arg_2 = 1u; var arg_3 = 1i; var res : f32 = textureLoad(arg_0, arg_1, arg_2, arg_3); prevent_dce = res; } @group(2) @binding(0) var<storage, read_write> prevent_dce : f32; @vertex fn vertex_main() -> @builtin(position) vec4<f32> { textureLoad_c16e00(); return vec4<f32>(); } @fragment fn fragment_main() { textureLoad_c16e00(); } @compute @workgroup_size(1) fn compute_main() { textureLoad_c16e00(); }