@group(0) @binding(4) var point_shadow_textures: texture_depth_cube_array; @group(0) @binding(5) var point_shadow_textures_sampler: sampler_comparison; @fragment fn fragment() -> @location(0) vec4 { let frag_ls = vec4(1., 1., 2., 1.).xyz; let a = textureSampleCompare(point_shadow_textures, point_shadow_textures_sampler, frag_ls, i32(1), 1.); return vec4(a, 1., 1., 1.); }