RWByteAddressBuffer prevent_dce : register(u0); TextureCubeArray arg_0 : register(t0, space1); SamplerState arg_1 : register(s1, space1); float4 textureSampleBias_eed7c4() { float4 res = arg_0.SampleBias(arg_1, float4((1.0f).xxx, float(int(1))), clamp(1.0f, -16.0f, 15.9899997711181640625f)); return res; } void fragment_main() { prevent_dce.Store4(0u, asuint(textureSampleBias_eed7c4())); }