16 lines
394 B
HLSL
16 lines
394 B
HLSL
Texture3D<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 textureSampleBias_d3fa1b() {
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float3 arg_2 = (1.0f).xxx;
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float arg_3 = 1.0f;
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float4 res = arg_0.SampleBias(arg_1, arg_2, arg_3);
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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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textureSampleBias_d3fa1b();
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return;
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}
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