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Texture3D<float4> arg_0 : register(t0, space1);
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SamplerState arg_1 : register(s1, space1);
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void textureSampleBias_df91bb() {
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float4 res = arg_0.SampleBias(arg_1, (0.0f).xxx, 1.0f, (0).xxx);
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}
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void fragment_main() {
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textureSampleBias_df91bb();
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return;
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}
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