| // | 
 | // fragment_main | 
 | // | 
 | #version 460 | 
 | precision highp float; | 
 | precision highp int; | 
 |  | 
 | layout(binding = 0, std430) | 
 | buffer f_prevent_dce_block_ssbo { | 
 |   vec4 inner; | 
 | } v; | 
 | layout(binding = 1, r8) uniform highp image2DArray f_arg_0; | 
 | vec4 textureLoad_bc882d() { | 
 |   uint v_1 = (uint(imageSize(f_arg_0).z) - 1u); | 
 |   uint v_2 = min(uint(1), v_1); | 
 |   ivec2 v_3 = ivec2(min(uvec2(1u), (uvec2(imageSize(f_arg_0).xy) - uvec2(1u)))); | 
 |   vec4 res = imageLoad(f_arg_0, ivec3(v_3, int(v_2))); | 
 |   return res; | 
 | } | 
 | void main() { | 
 |   v.inner = textureLoad_bc882d(); | 
 | } | 
 | // | 
 | // compute_main | 
 | // | 
 | #version 460 | 
 |  | 
 | layout(binding = 0, std430) | 
 | buffer prevent_dce_block_1_ssbo { | 
 |   vec4 inner; | 
 | } v; | 
 | layout(binding = 1, r8) uniform highp image2DArray arg_0; | 
 | vec4 textureLoad_bc882d() { | 
 |   uint v_1 = (uint(imageSize(arg_0).z) - 1u); | 
 |   uint v_2 = min(uint(1), v_1); | 
 |   ivec2 v_3 = ivec2(min(uvec2(1u), (uvec2(imageSize(arg_0).xy) - uvec2(1u)))); | 
 |   vec4 res = imageLoad(arg_0, ivec3(v_3, int(v_2))); | 
 |   return res; | 
 | } | 
 | layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | 
 | void main() { | 
 |   v.inner = textureLoad_bc882d(); | 
 | } |