TextureCubeArray arg_1 : register(t1, space1); SamplerState arg_2 : register(s2, space1); void textureGather_3112e8() { float4 res = arg_1.GatherGreen(arg_2, float4(0.0f, 0.0f, 0.0f, float(1))); } struct tint_symbol { float4 value : SV_Position; }; float4 vertex_main_inner() { textureGather_3112e8(); 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_3112e8(); return; } [numthreads(1, 1, 1)] void compute_main() { textureGather_3112e8(); return; }