|  | #version 310 es | 
|  | precision highp float; | 
|  | precision highp int; | 
|  |  | 
|  | layout(binding = 0, std430) | 
|  | buffer prevent_dce_block_1_ssbo { | 
|  | vec4 inner; | 
|  | } v; | 
|  | uniform highp sampler2DArray arg_0_arg_1; | 
|  | vec4 textureSampleLevel_b7c55c() { | 
|  | vec2 arg_2 = vec2(1.0f); | 
|  | int arg_3 = 1; | 
|  | float arg_4 = 1.0f; | 
|  | vec2 v_1 = arg_2; | 
|  | float v_2 = arg_4; | 
|  | vec3 v_3 = vec3(v_1, float(arg_3)); | 
|  | vec4 res = textureLodOffset(arg_0_arg_1, v_3, float(v_2), ivec2(1)); | 
|  | return res; | 
|  | } | 
|  | void main() { | 
|  | v.inner = textureSampleLevel_b7c55c(); | 
|  | } | 
|  | #version 310 es | 
|  |  | 
|  | layout(binding = 0, std430) | 
|  | buffer prevent_dce_block_1_ssbo { | 
|  | vec4 inner; | 
|  | } v; | 
|  | uniform highp sampler2DArray arg_0_arg_1; | 
|  | vec4 textureSampleLevel_b7c55c() { | 
|  | vec2 arg_2 = vec2(1.0f); | 
|  | int arg_3 = 1; | 
|  | float arg_4 = 1.0f; | 
|  | vec2 v_1 = arg_2; | 
|  | float v_2 = arg_4; | 
|  | vec3 v_3 = vec3(v_1, float(arg_3)); | 
|  | vec4 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_b7c55c(); | 
|  | } | 
|  | #version 310 es | 
|  |  | 
|  |  | 
|  | struct VertexOutput { | 
|  | vec4 pos; | 
|  | vec4 prevent_dce; | 
|  | }; | 
|  |  | 
|  | uniform highp sampler2DArray arg_0_arg_1; | 
|  | layout(location = 0) flat out vec4 vertex_main_loc0_Output; | 
|  | vec4 textureSampleLevel_b7c55c() { | 
|  | vec2 arg_2 = vec2(1.0f); | 
|  | int arg_3 = 1; | 
|  | float arg_4 = 1.0f; | 
|  | vec2 v = arg_2; | 
|  | float v_1 = arg_4; | 
|  | vec3 v_2 = vec3(v, float(arg_3)); | 
|  | vec4 res = textureLodOffset(arg_0_arg_1, v_2, float(v_1), ivec2(1)); | 
|  | return res; | 
|  | } | 
|  | VertexOutput vertex_main_inner() { | 
|  | VertexOutput tint_symbol = VertexOutput(vec4(0.0f), vec4(0.0f)); | 
|  | tint_symbol.pos = vec4(0.0f); | 
|  | tint_symbol.prevent_dce = textureSampleLevel_b7c55c(); | 
|  | return tint_symbol; | 
|  | } | 
|  | void main() { | 
|  | VertexOutput v_3 = vertex_main_inner(); | 
|  | gl_Position = v_3.pos; | 
|  | gl_Position.y = -(gl_Position.y); | 
|  | gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); | 
|  | vertex_main_loc0_Output = v_3.prevent_dce; | 
|  | gl_PointSize = 1.0f; | 
|  | } |