| #version 460 | |
| precision highp float; | |
| precision highp int; | |
| layout(binding = 0, std430) | |
| buffer prevent_dce_block_1_ssbo { | |
| float inner; | |
| } v; | |
| uniform highp samplerCubeArrayShadow arg_0_arg_1; | |
| float textureSample_c2f4e8() { | |
| float res = texture(arg_0_arg_1, vec4(vec3(1.0f), float(1)), 0.0f); | |
| return res; | |
| } | |
| void main() { | |
| v.inner = textureSample_c2f4e8(); | |
| } |