| // | 
 | // fragment_main | 
 | // | 
 | #version 460 | 
 | #extension GL_EXT_texture_shadow_lod: require | 
 | precision highp float; | 
 | precision highp int; | 
 |  | 
 | layout(binding = 0, std430) | 
 | buffer f_prevent_dce_block_ssbo { | 
 |   float inner; | 
 | } v; | 
 | uniform highp sampler2DArrayShadow arg_0_arg_1; | 
 | float textureSampleLevel_cdfe0f() { | 
 |   vec2 arg_2 = vec2(1.0f); | 
 |   uint arg_3 = 1u; | 
 |   uint arg_4 = 1u; | 
 |   vec2 v_1 = arg_2; | 
 |   uint v_2 = arg_4; | 
 |   vec4 v_3 = vec4(v_1, float(arg_3), 0.0f); | 
 |   float res = textureLodOffset(arg_0_arg_1, v_3, float(v_2), ivec2(1)); | 
 |   return res; | 
 | } | 
 | void main() { | 
 |   v.inner = textureSampleLevel_cdfe0f(); | 
 | } | 
 | // | 
 | // compute_main | 
 | // | 
 | #version 460 | 
 | #extension GL_EXT_texture_shadow_lod: require | 
 |  | 
 | layout(binding = 0, std430) | 
 | buffer prevent_dce_block_1_ssbo { | 
 |   float inner; | 
 | } v; | 
 | uniform highp sampler2DArrayShadow arg_0_arg_1; | 
 | float textureSampleLevel_cdfe0f() { | 
 |   vec2 arg_2 = vec2(1.0f); | 
 |   uint arg_3 = 1u; | 
 |   uint arg_4 = 1u; | 
 |   vec2 v_1 = arg_2; | 
 |   uint v_2 = arg_4; | 
 |   vec4 v_3 = vec4(v_1, float(arg_3), 0.0f); | 
 |   float res = textureLodOffset(arg_0_arg_1, v_3, float(v_2), ivec2(1)); | 
 |   return res; | 
 | } | 
 | layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | 
 | void main() { | 
 |   v.inner = textureSampleLevel_cdfe0f(); | 
 | } | 
 | // | 
 | // vertex_main | 
 | // | 
 | #version 460 | 
 | #extension GL_EXT_texture_shadow_lod: require | 
 |  | 
 |  | 
 | struct VertexOutput { | 
 |   vec4 pos; | 
 |   float prevent_dce; | 
 | }; | 
 |  | 
 | uniform highp sampler2DArrayShadow arg_0_arg_1; | 
 | layout(location = 0) flat out float tint_interstage_location0; | 
 | float textureSampleLevel_cdfe0f() { | 
 |   vec2 arg_2 = vec2(1.0f); | 
 |   uint arg_3 = 1u; | 
 |   uint arg_4 = 1u; | 
 |   vec2 v = arg_2; | 
 |   uint v_1 = arg_4; | 
 |   vec4 v_2 = vec4(v, float(arg_3), 0.0f); | 
 |   float res = textureLodOffset(arg_0_arg_1, v_2, float(v_1), ivec2(1)); | 
 |   return res; | 
 | } | 
 | VertexOutput vertex_main_inner() { | 
 |   VertexOutput v_3 = VertexOutput(vec4(0.0f), 0.0f); | 
 |   v_3.pos = vec4(0.0f); | 
 |   v_3.prevent_dce = textureSampleLevel_cdfe0f(); | 
 |   return v_3; | 
 | } | 
 | void main() { | 
 |   VertexOutput v_4 = vertex_main_inner(); | 
 |   gl_Position = vec4(v_4.pos.x, -(v_4.pos.y), ((2.0f * v_4.pos.z) - v_4.pos.w), v_4.pos.w); | 
 |   tint_interstage_location0 = v_4.prevent_dce; | 
 |   gl_PointSize = 1.0f; | 
 | } |