Texture2D arg_0 : register(t0, space1); SamplerState arg_1 : register(s1, space1); float4 tint_textureSampleBaseClampToEdge(Texture2D t, SamplerState s, float2 coord) { int3 tint_tmp; t.GetDimensions(0, tint_tmp.x, tint_tmp.y, tint_tmp.z); const float2 dims = float2(tint_tmp.xy); const float2 half_texel = ((0.5f).xx / dims); const float2 clamped = clamp(coord, half_texel, (1.0f - half_texel)); return t.SampleLevel(s, clamped, 0.0f); } void textureSampleBaseClampToEdge_9ca02c() { float2 arg_2 = (0.0f).xx; float4 res = tint_textureSampleBaseClampToEdge(arg_0, arg_1, arg_2); } struct tint_symbol { float4 value : SV_Position; }; float4 vertex_main_inner() { textureSampleBaseClampToEdge_9ca02c(); 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() { textureSampleBaseClampToEdge_9ca02c(); return; } [numthreads(1, 1, 1)] void compute_main() { textureSampleBaseClampToEdge_9ca02c(); return; }