TextureCubeArray arg_0 : register(t0, space1); SamplerState arg_1 : register(s1, space1); RWByteAddressBuffer prevent_dce : register(u0, space2); void textureSampleBias_eed7c4() { float3 arg_2 = (1.0f).xxx; int arg_3 = 1; float arg_4 = 1.0f; float4 res = arg_0.SampleBias(arg_1, float4(arg_2, float(arg_3)), arg_4); prevent_dce.Store4(0u, asuint(res)); } void fragment_main() { textureSampleBias_eed7c4(); return; }