#version 310 es
precision mediump float;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureSampleCompare_dd431d() {
vec2 arg_2 = vec2(1.0f);
int arg_3 = 1;
float arg_4 = 1.0f;
float res = texture(arg_0_arg_1, vec4(vec3(arg_2, float(arg_3)), arg_4));
}
void fragment_main() {
textureSampleCompare_dd431d();
void main() {
fragment_main();
return;