#version 310 es uniform highp sampler2DArrayShadow arg_0_arg_1; layout(binding = 0, std430) buffer prevent_dce_block_ssbo { vec4 inner; } prevent_dce; void textureGather_9a6358() { vec4 res = textureGather(arg_0_arg_1, vec3(vec2(1.0f), float(1)), 0.0); prevent_dce.inner = res; } vec4 vertex_main() { textureGather_9a6358(); 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 sampler2DArrayShadow arg_0_arg_1; layout(binding = 0, std430) buffer prevent_dce_block_ssbo { vec4 inner; } prevent_dce; void textureGather_9a6358() { vec4 res = textureGather(arg_0_arg_1, vec3(vec2(1.0f), float(1)), 0.0); prevent_dce.inner = res; } void fragment_main() { textureGather_9a6358(); } void main() { fragment_main(); return; } #version 310 es uniform highp sampler2DArrayShadow arg_0_arg_1; layout(binding = 0, std430) buffer prevent_dce_block_ssbo { vec4 inner; } prevent_dce; void textureGather_9a6358() { vec4 res = textureGather(arg_0_arg_1, vec3(vec2(1.0f), float(1)), 0.0); prevent_dce.inner = res; } void compute_main() { textureGather_9a6358(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }