Texture2DArray arg_0 : register(t0, space1); SamplerState arg_1 : register(s1, space1); RWByteAddressBuffer prevent_dce : register(u0, space2); void textureGather_2a4f40() { float2 arg_2 = (1.0f).xx; uint arg_3 = 1u; float4 res = arg_0.Gather(arg_1, float3(arg_2, float(arg_3))); prevent_dce.Store4(0u, asuint(res)); } struct tint_symbol { float4 value : SV_Position; }; float4 vertex_main_inner() { textureGather_2a4f40(); 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() { textureGather_2a4f40(); return; } [numthreads(1, 1, 1)] void compute_main() { textureGather_2a4f40(); return; }