#version 310 es precision highp float; uniform highp sampler2D arg_0_arg_1; layout(binding = 0, std430) buffer prevent_dce_block_ssbo { vec4 inner; } prevent_dce; void textureSample_85c4ba() { vec2 arg_2 = vec2(1.0f); vec4 res = textureOffset(arg_0_arg_1, arg_2, ivec2(1)); prevent_dce.inner = res; } void fragment_main() { textureSample_85c4ba(); } void main() { fragment_main(); return; }