2022-10-24 23:58:53 +00:00
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#version 310 es
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precision mediump float;
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uniform highp sampler2DArrayShadow arg_0_arg_1;
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2023-03-06 18:25:08 +00:00
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layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
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float inner;
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} prevent_dce;
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2022-10-24 23:58:53 +00:00
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void textureSample_1a4e1b() {
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2022-11-04 17:06:03 +00:00
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float res = texture(arg_0_arg_1, vec4(vec3(vec2(1.0f), float(1u)), 0.0f));
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2023-03-06 18:25:08 +00:00
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prevent_dce.inner = res;
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2022-10-24 23:58:53 +00:00
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}
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void fragment_main() {
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textureSample_1a4e1b();
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}
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void main() {
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fragment_main();
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return;
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}
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