16 lines
406 B
HLSL
16 lines
406 B
HLSL
Texture2DArray<float4> arg_0 : register(t0, space1);
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SamplerState arg_1 : register(s1, space1);
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RWByteAddressBuffer prevent_dce : register(u0, space2);
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void textureSample_193203() {
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float2 arg_2 = (1.0f).xx;
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uint arg_3 = 1u;
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float4 res = arg_0.Sample(arg_1, float3(arg_2, float(arg_3)), (1).xx);
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prevent_dce.Store4(0u, asuint(res));
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}
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void fragment_main() {
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textureSample_193203();
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return;
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}
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