TextureCubeArray arg_0 : register(t0, space1); SamplerState arg_1 : register(s1, space1); void textureSampleLevel_ae5e39() { float res = arg_0.SampleLevel(arg_1, float4(0.0f, 0.0f, 0.0f, float(1)), 1).x; } struct tint_symbol { float4 value : SV_Position; }; tint_symbol vertex_main() { textureSampleLevel_ae5e39(); const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; return tint_symbol_1; } void fragment_main() { textureSampleLevel_ae5e39(); return; } [numthreads(1, 1, 1)] void compute_main() { textureSampleLevel_ae5e39(); return; }