#version 310 es precision mediump float; uniform highp sampler2DShadow arg_0_arg_1; layout(binding = 0, std430) buffer prevent_dce_block_ssbo { float inner; } prevent_dce; void textureSample_0dff6c() { vec2 arg_2 = vec2(1.0f); float res = textureOffset(arg_0_arg_1, vec3(arg_2, 0.0f), ivec2(1)); prevent_dce.inner = res; } void fragment_main() { textureSample_0dff6c(); } void main() { fragment_main(); return; }