#version 310 es | |
precision highp float; | |
precision highp int; | |
layout(binding = 0, std430) | |
buffer tint_symbol_1_1_ssbo { | |
float tint_symbol; | |
} v; | |
uniform highp sampler2DArrayShadow arg_0_arg_1; | |
float textureSample_4703d0() { | |
vec2 arg_2 = vec2(1.0f); | |
uint arg_3 = 1u; | |
vec2 v_1 = arg_2; | |
vec4 v_2 = vec4(v_1, float(arg_3), 0.0f); | |
vec2 v_3 = dFdx(v_1); | |
float res = textureGradOffset(arg_0_arg_1, v_2, v_3, dFdy(v_1), ivec2(1)); | |
return res; | |
} | |
void main() { | |
v.tint_symbol = textureSample_4703d0(); | |
} |