#version 310 es | |
precision highp float; | |
precision highp int; | |
uniform highp sampler2DShadow arg_0_arg_1; | |
layout(binding = 0, std430) buffer prevent_dce_block_ssbo { | |
float inner; | |
} prevent_dce; | |
void textureSample_0dff6c() { | |
vec2 arg_2 = vec2(1.0f); | |
float res = textureOffset(arg_0_arg_1, vec3(arg_2, 0.0f), ivec2(1)); | |
prevent_dce.inner = res; | |
} | |
void fragment_main() { | |
textureSample_0dff6c(); | |
} | |
void main() { | |
fragment_main(); | |
return; | |
} |