#version 310 es | |
precision highp float; | |
precision highp int; | |
layout(binding = 0, std430) | |
buffer tint_symbol_1_1_ssbo { | |
vec4 tint_symbol; | |
} v; | |
uniform highp sampler2DArray arg_0_arg_1; | |
vec4 textureSampleBias_1c707e() { | |
vec2 arg_2 = vec2(1.0f); | |
uint arg_3 = 1u; | |
float arg_4 = 1.0f; | |
vec2 v_1 = arg_2; | |
float v_2 = arg_4; | |
vec4 res = texture(arg_0_arg_1, vec3(v_1, float(arg_3)), v_2); | |
return res; | |
} | |
void main() { | |
v.tint_symbol = textureSampleBias_1c707e(); | |
} |