#version 310 es uniform highp isampler2DArray arg_0_1; void textureLoad_b29f71() { ivec2 arg_1 = ivec2(0); uint arg_2 = 1u; int arg_3 = 1; ivec4 res = texelFetch(arg_0_1, ivec3(arg_1, int(arg_2)), arg_3); } vec4 vertex_main() { textureLoad_b29f71(); 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 mediump float; uniform highp isampler2DArray arg_0_1; void textureLoad_b29f71() { ivec2 arg_1 = ivec2(0); uint arg_2 = 1u; int arg_3 = 1; ivec4 res = texelFetch(arg_0_1, ivec3(arg_1, int(arg_2)), arg_3); } void fragment_main() { textureLoad_b29f71(); } void main() { fragment_main(); return; } #version 310 es uniform highp isampler2DArray arg_0_1; void textureLoad_b29f71() { ivec2 arg_1 = ivec2(0); uint arg_2 = 1u; int arg_3 = 1; ivec4 res = texelFetch(arg_0_1, ivec3(arg_1, int(arg_2)), arg_3); } void compute_main() { textureLoad_b29f71(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }