| #version 310 es | |
| precision highp float; | |
| uniform highp sampler2DArray arg_0_arg_1; | |
| layout(binding = 0, std430) buffer prevent_dce_block_ssbo { | |
| vec4 inner; | |
| } prevent_dce; | |
| void textureSampleBias_9dbb51() { | |
| vec2 arg_2 = vec2(1.0f); | |
| int arg_3 = 1; | |
| float arg_4 = 1.0f; | |
| vec4 res = textureOffset(arg_0_arg_1, vec3(arg_2, float(arg_3)), ivec2(1), arg_4); | |
| prevent_dce.inner = res; | |
| } | |
| void fragment_main() { | |
| textureSampleBias_9dbb51(); | |
| } | |
| void main() { | |
| fragment_main(); | |
| return; | |
| } |