RWByteAddressBuffer prevent_dce : register(u0); Texture3D arg_0 : register(t0, space1); SamplerState arg_1 : register(s1, space1); float4 textureSample_3b50bd() { float4 res = arg_0.Sample(arg_1, (1.0f).xxx); return res; } void fragment_main() { prevent_dce.Store4(0u, asuint(textureSample_3b50bd())); }