#version 310 es | |
precision highp float; | |
precision highp int; | |
uniform highp sampler2DArrayShadow arg_0_arg_1; | |
layout(binding = 0, std430) buffer prevent_dce_block_ssbo { | |
float inner; | |
} prevent_dce; | |
void textureSample_7e9ffd() { | |
vec2 arg_2 = vec2(1.0f); | |
int arg_3 = 1; | |
float res = texture(arg_0_arg_1, vec4(vec3(arg_2, float(arg_3)), 0.0f)); | |
prevent_dce.inner = res; | |
} | |
void fragment_main() { | |
textureSample_7e9ffd(); | |
} | |
void main() { | |
fragment_main(); | |
return; | |
} |