| #version 310 es | |
| precision highp float; | |
| precision highp int; | |
| layout(binding = 0, std430) | |
| buffer f_prevent_dce_block_ssbo { | |
| float inner; | |
| } v; | |
| uniform highp sampler2DArrayShadow f_arg_0_arg_1; | |
| float textureSample_60bf45() { | |
| vec2 arg_2 = vec2(1.0f); | |
| int arg_3 = 1; | |
| 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(f_arg_0_arg_1, v_2, v_3, dFdy(v_1), ivec2(1)); | |
| return res; | |
| } | |
| void main() { | |
| v.inner = textureSample_60bf45(); | |
| } |