| uniform highp sampler2DArray arg_0_1; |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| void textureLoad_789045() { |
| vec4 res = texelFetch(arg_0_1, ivec3(arg_1, arg_2), int(arg_3)); |
| vec4 inner_result = vertex_main(); |
| gl_Position = inner_result; |
| gl_Position.y = -(gl_Position.y); |
| gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); |
| uniform highp sampler2DArray arg_0_1; |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| void textureLoad_789045() { |
| vec4 res = texelFetch(arg_0_1, ivec3(arg_1, arg_2), int(arg_3)); |
| uniform highp sampler2DArray arg_0_1; |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { |
| void textureLoad_789045() { |
| vec4 res = texelFetch(arg_0_1, ivec3(arg_1, arg_2), int(arg_3)); |
| layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; |