#version 310 es
precision mediump float;
uniform highp sampler2DShadow arg_0_arg_1;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
float inner;
} prevent_dce;
void textureSample_0dff6c() {
vec2 arg_2 = vec2(1.0f);
float res = textureOffset(arg_0_arg_1, vec3(arg_2, 0.0f), ivec2(1));
prevent_dce.inner = res;
}
void fragment_main() {
textureSample_0dff6c();
void main() {
fragment_main();
return;