|  | #version 310 es | 
|  |  | 
|  | ivec4 textureLoad2d(highp isampler2D tint_symbol_1, ivec2 coords, int level) { | 
|  | return texelFetch(tint_symbol_1, coords, level); | 
|  | } | 
|  |  | 
|  | uniform highp isampler2D arg_0_1; | 
|  | void doTextureLoad() { | 
|  | ivec4 res = textureLoad2d(arg_0_1, ivec2(0), 0); | 
|  | } | 
|  |  | 
|  | vec4 vertex_main() { | 
|  | doTextureLoad(); | 
|  | return vec4(0.0f); | 
|  | } | 
|  |  | 
|  | void main() { | 
|  | gl_PointSize = 1.0; | 
|  | vec4 inner_result = vertex_main(); | 
|  | gl_Position = inner_result; | 
|  | gl_Position.y = -(gl_Position.y); | 
|  | gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); | 
|  | return; | 
|  | } | 
|  | #version 310 es | 
|  | precision mediump float; | 
|  |  | 
|  | ivec4 textureLoad2d(highp isampler2D tint_symbol_1, ivec2 coords, int level) { | 
|  | return texelFetch(tint_symbol_1, coords, level); | 
|  | } | 
|  |  | 
|  | uniform highp isampler2D arg_0_1; | 
|  | void doTextureLoad() { | 
|  | ivec4 res = textureLoad2d(arg_0_1, ivec2(0), 0); | 
|  | } | 
|  |  | 
|  | void fragment_main() { | 
|  | doTextureLoad(); | 
|  | } | 
|  |  | 
|  | void main() { | 
|  | fragment_main(); | 
|  | return; | 
|  | } | 
|  | #version 310 es | 
|  |  | 
|  | ivec4 textureLoad2d(highp isampler2D tint_symbol_1, ivec2 coords, int level) { | 
|  | return texelFetch(tint_symbol_1, coords, level); | 
|  | } | 
|  |  | 
|  | uniform highp isampler2D arg_0_1; | 
|  | void doTextureLoad() { | 
|  | ivec4 res = textureLoad2d(arg_0_1, ivec2(0), 0); | 
|  | } | 
|  |  | 
|  | void compute_main() { | 
|  | doTextureLoad(); | 
|  | } | 
|  |  | 
|  | layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | 
|  | void main() { | 
|  | compute_main(); | 
|  | return; | 
|  | } |