Texture2DArray<float4> arg_0 : register(t0, space1); SamplerState arg_1 : register(s1, space1); void textureSampleGrad_a09131() { float2 arg_2 = (1.0f).xx; uint arg_3 = 1u; float2 arg_4 = (1.0f).xx; float2 arg_5 = (1.0f).xx; float4 res = arg_0.SampleGrad(arg_1, float3(arg_2, float(arg_3)), arg_4, arg_5); } struct tint_symbol { float4 value : SV_Position; }; float4 vertex_main_inner() { textureSampleGrad_a09131(); 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() { textureSampleGrad_a09131(); return; } [numthreads(1, 1, 1)] void compute_main() { textureSampleGrad_a09131(); return; }