@group(1) @binding(0) var arg_0 : texture_depth_cube; @group(1) @binding(1) var arg_1 : sampler; fn textureSampleLevel_ae92a2() { var res : f32 = textureSampleLevel(arg_0, arg_1, vec3(1.0f), 1u); prevent_dce = res; } @group(2) @binding(0) var prevent_dce : f32; @vertex fn vertex_main() -> @builtin(position) vec4 { textureSampleLevel_ae92a2(); return vec4(); } @fragment fn fragment_main() { textureSampleLevel_ae92a2(); } @compute @workgroup_size(1) fn compute_main() { textureSampleLevel_ae92a2(); }