TextureCubeArray arg_0 : register(t0, space1); SamplerState arg_1 : register(s1, space1); void textureSampleGrad_e383db() { float4 res = arg_0.SampleGrad(arg_1, float4(0.0f, 0.0f, 0.0f, float(1)), float3(0.0f, 0.0f, 0.0f), float3(0.0f, 0.0f, 0.0f)); } struct tint_symbol { float4 value : SV_Position; }; tint_symbol vertex_main() { textureSampleGrad_e383db(); const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; return tint_symbol_1; } void fragment_main() { textureSampleGrad_e383db(); return; } [numthreads(1, 1, 1)] void compute_main() { textureSampleGrad_e383db(); return; }