#version 310 es precision mediump float; uniform highp sampler3D arg_0_arg_1; layout(binding = 0, std430) buffer prevent_dce_block_ssbo { vec4 inner; } prevent_dce; void textureSampleBias_594824() { vec4 res = textureOffset(arg_0_arg_1, vec3(1.0f), ivec3(1), 1.0f); prevent_dce.inner = res; } void fragment_main() { textureSampleBias_594824(); } void main() { fragment_main(); return; }