| #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_4703d0() { | |
| vec4 v_1 = vec4(vec2(1.0f), float(1u), 0.0f); | |
| vec2 v_2 = dFdx(vec2(1.0f)); | |
| float res = textureGradOffset(f_arg_0_arg_1, v_1, v_2, dFdy(vec2(1.0f)), ivec2(1)); | |
| return res; | |
| } | |
| void main() { | |
| v.inner = textureSample_4703d0(); | |
| } |