#version 310 es precision mediump float; uniform highp sampler2D arg_0_arg_1; void textureSampleBias_a161cf() { vec2 arg_2 = vec2(0.0f); float arg_3 = 1.0f; vec4 res = textureOffset(arg_0_arg_1, arg_2, ivec2(0), arg_3); } void fragment_main() { textureSampleBias_a161cf(); } void main() { fragment_main(); return; }