1Texture2DArray<int4> arg_1 : register(t1, space1);
2SamplerState arg_2 : register(s2, space1);
3
4void textureGather_4f2350() {
5  int4 res = arg_1.GatherGreen(arg_2, float3(0.0f, 0.0f, float(1)), int2(0, 0));
6}
7
8struct tint_symbol {
9  float4 value : SV_Position;
10};
11
12float4 vertex_main_inner() {
13  textureGather_4f2350();
14  return float4(0.0f, 0.0f, 0.0f, 0.0f);
15}
16
17tint_symbol vertex_main() {
18  const float4 inner_result = vertex_main_inner();
19  tint_symbol wrapper_result = (tint_symbol)0;
20  wrapper_result.value = inner_result;
21  return wrapper_result;
22}
23
24void fragment_main() {
25  textureGather_4f2350();
26  return;
27}
28
29[numthreads(1, 1, 1)]
30void compute_main() {
31  textureGather_4f2350();
32  return;
33}
34