#version 310 es uniform highp isampler2DArray arg_0_1; layout(binding = 0, std430) buffer prevent_dce_block_ssbo { ivec4 inner; } prevent_dce; void textureLoad_168dc8() { ivec4 res = texelFetch(arg_0_1, ivec3(uvec3(uvec2(1u), uint(1))), 1); prevent_dce.inner = res; } vec4 vertex_main() { textureLoad_168dc8(); return vec4(0.0f); } void main() { gl_PointSize = 1.0; vec4 inner_result = vertex_main(); gl_Position = inner_result; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; } #version 310 es precision highp float; uniform highp isampler2DArray arg_0_1; layout(binding = 0, std430) buffer prevent_dce_block_ssbo { ivec4 inner; } prevent_dce; void textureLoad_168dc8() { ivec4 res = texelFetch(arg_0_1, ivec3(uvec3(uvec2(1u), uint(1))), 1); prevent_dce.inner = res; } void fragment_main() { textureLoad_168dc8(); } void main() { fragment_main(); return; } #version 310 es uniform highp isampler2DArray arg_0_1; layout(binding = 0, std430) buffer prevent_dce_block_ssbo { ivec4 inner; } prevent_dce; void textureLoad_168dc8() { ivec4 res = texelFetch(arg_0_1, ivec3(uvec3(uvec2(1u), uint(1))), 1); prevent_dce.inner = res; } void compute_main() { textureLoad_168dc8(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }