@group(1) @binding(0) var arg_0 : texture_depth_cube_array; @group(1) @binding(1) var arg_1 : sampler; fn textureSampleLevel_ae5e39() { var arg_2 = vec3<f32>(1.0f); var arg_3 = 1i; var arg_4 = 1i; var res : f32 = textureSampleLevel(arg_0, arg_1, arg_2, arg_3, arg_4); prevent_dce = res; } @group(2) @binding(0) var<storage, read_write> prevent_dce : f32; @vertex fn vertex_main() -> @builtin(position) vec4<f32> { textureSampleLevel_ae5e39(); return vec4<f32>(); } @fragment fn fragment_main() { textureSampleLevel_ae5e39(); } @compute @workgroup_size(1) fn compute_main() { textureSampleLevel_ae5e39(); }