RWByteAddressBuffer prevent_dce : register(u0); Texture2D arg_0 : register(t0, space1); SamplerState arg_1 : register(s1, space1); float4 textureSampleBias_6a9113() { float2 arg_2 = (1.0f).xx; float arg_3 = 1.0f; float4 res = arg_0.SampleBias(arg_1, arg_2, clamp(arg_3, -16.0f, 15.9899997711181640625f)); return res; } void fragment_main() { prevent_dce.Store4(0u, asuint(textureSampleBias_6a9113())); }