RWByteAddressBuffer prevent_dce : register(u0); Texture2DArray arg_0 : register(t0, space1); SamplerState arg_1 : register(s1, space1); float4 textureSampleBias_80e579() { float2 arg_2 = (1.0f).xx; int arg_3 = int(1); float arg_4 = 1.0f; float2 v = arg_2; float v_1 = clamp(arg_4, -16.0f, 15.9899997711181640625f); float4 res = arg_0.SampleBias(arg_1, float3(v, float(arg_3)), v_1); return res; } void fragment_main() { prevent_dce.Store4(0u, asuint(textureSampleBias_80e579())); }