TextureCubeArray arg_0 : register(t0, space1); SamplerComparisonState arg_1 : register(s1, space1); void textureGatherCompare_2e409c() { float4 res = arg_0.GatherCmp(arg_1, float4(0.0f, 0.0f, 0.0f, float(1u)), 1.0f); } struct tint_symbol { float4 value : SV_Position; }; float4 vertex_main_inner() { textureGatherCompare_2e409c(); return (0.0f).xxxx; } 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() { textureGatherCompare_2e409c(); return; } [numthreads(1, 1, 1)] void compute_main() { textureGatherCompare_2e409c(); return; }