#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0_arg_1;
void textureSampleBias_1c707e() {
vec2 arg_2 = vec2(1.0f);
uint arg_3 = 1u;
float arg_4 = 1.0f;
vec4 res = texture(arg_0_arg_1, vec3(arg_2, float(arg_3)), arg_4);
}
void fragment_main() {
textureSampleBias_1c707e();
void main() {
fragment_main();
return;