#version 310 es
precision mediump float;
uniform highp sampler2DArrayShadow arg_0_arg_1;
layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
float inner;
} prevent_dce;
void textureSample_1a4e1b() {
vec2 arg_2 = vec2(1.0f);
uint arg_3 = 1u;
float res = texture(arg_0_arg_1, vec4(vec3(arg_2, float(arg_3)), 0.0f));
prevent_dce.inner = res;
}
void fragment_main() {
textureSample_1a4e1b();
void main() {
fragment_main();
return;