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