Texture3D<float4> arg_0 : register(t0, space1); SamplerState arg_1 : register(s1, space1); void textureSampleBias_d3fa1b() { float3 arg_2 = (1.0f).xxx; float arg_3 = 1.0f; float4 res = arg_0.SampleBias(arg_1, arg_2, arg_3); } void fragment_main() { textureSampleBias_d3fa1b(); return; }