#version 310 es
precision mediump float;
uniform highp samplerCube arg_0_arg_1;
void textureSampleBias_53b9f7() {
vec3 arg_2 = vec3(1.0f);
float arg_3 = 1.0f;
vec4 res = texture(arg_0_arg_1, arg_2, arg_3);
}
void fragment_main() {
textureSampleBias_53b9f7();
void main() {
fragment_main();
return;