RWByteAddressBuffer prevent_dce : register(u0); TextureCubeArray arg_0 : register(t0, space1); SamplerComparisonState arg_1 : register(s1, space1); float textureSampleCompare_a3ca7e() { float res = arg_0.SampleCmp(arg_1, float4((1.0f).xxx, float(int(1))), 1.0f); return res; } void fragment_main() { prevent_dce.Store(0u, asuint(textureSampleCompare_a3ca7e())); }