| #version 310 es | 
 | precision highp float; | 
 | precision highp int; | 
 |  | 
 | layout(binding = 0, std430) buffer prevent_dce_block_ssbo { | 
 |   vec4 inner; | 
 | } prevent_dce; | 
 |  | 
 | uniform highp sampler2DArray arg_0_1; | 
 | vec4 textureLoad_4acb64() { | 
 |   vec4 res = texelFetch(arg_0_1, ivec3(ivec2(1), int(1u)), 1); | 
 |   return res; | 
 | } | 
 |  | 
 | struct VertexOutput { | 
 |   vec4 pos; | 
 |   vec4 prevent_dce; | 
 | }; | 
 |  | 
 | void fragment_main() { | 
 |   prevent_dce.inner = textureLoad_4acb64(); | 
 | } | 
 |  | 
 | void main() { | 
 |   fragment_main(); | 
 |   return; | 
 | } | 
 | #version 310 es | 
 |  | 
 | layout(binding = 0, std430) buffer prevent_dce_block_ssbo { | 
 |   vec4 inner; | 
 | } prevent_dce; | 
 |  | 
 | uniform highp sampler2DArray arg_0_1; | 
 | vec4 textureLoad_4acb64() { | 
 |   vec4 res = texelFetch(arg_0_1, ivec3(ivec2(1), int(1u)), 1); | 
 |   return res; | 
 | } | 
 |  | 
 | struct VertexOutput { | 
 |   vec4 pos; | 
 |   vec4 prevent_dce; | 
 | }; | 
 |  | 
 | void compute_main() { | 
 |   prevent_dce.inner = textureLoad_4acb64(); | 
 | } | 
 |  | 
 | layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; | 
 | void main() { | 
 |   compute_main(); | 
 |   return; | 
 | } | 
 | #version 310 es | 
 |  | 
 | layout(location = 0) flat out vec4 prevent_dce_1; | 
 | uniform highp sampler2DArray arg_0_1; | 
 | vec4 textureLoad_4acb64() { | 
 |   vec4 res = texelFetch(arg_0_1, ivec3(ivec2(1), int(1u)), 1); | 
 |   return res; | 
 | } | 
 |  | 
 | struct VertexOutput { | 
 |   vec4 pos; | 
 |   vec4 prevent_dce; | 
 | }; | 
 |  | 
 | VertexOutput vertex_main() { | 
 |   VertexOutput tint_symbol = VertexOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); | 
 |   tint_symbol.pos = vec4(0.0f); | 
 |   tint_symbol.prevent_dce = textureLoad_4acb64(); | 
 |   return tint_symbol; | 
 | } | 
 |  | 
 | void main() { | 
 |   gl_PointSize = 1.0; | 
 |   VertexOutput inner_result = vertex_main(); | 
 |   gl_Position = inner_result.pos; | 
 |   prevent_dce_1 = inner_result.prevent_dce; | 
 |   gl_Position.y = -(gl_Position.y); | 
 |   gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); | 
 |   return; | 
 | } |