@group(0) @binding(0) var prevent_dce : f32; @group(1) @binding(0) var arg_0 : texture_depth_2d_array; @group(1) @binding(1) var arg_1 : sampler; fn textureSampleLevel_36780e() -> f32 { var arg_2 = vec2(1.0f); var arg_3 = 1i; var arg_4 = 1i; const arg_5 = vec2(1i); var res : f32 = textureSampleLevel(arg_0, arg_1, arg_2, arg_3, arg_4, arg_5); return res; } @fragment fn fragment_main() { prevent_dce = textureSampleLevel_36780e(); } @compute @workgroup_size(1) fn compute_main() { prevent_dce = textureSampleLevel_36780e(); } struct VertexOutput { @builtin(position) pos : vec4, @location(0) @interpolate(flat) prevent_dce : f32, } @vertex fn vertex_main() -> VertexOutput { var out : VertexOutput; out.pos = vec4(); out.prevent_dce = textureSampleLevel_36780e(); return out; }