#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 textureSample_2149ec() { vec3 arg_2 = vec3(1.0f); vec4 res = textureOffset(arg_0_arg_1, arg_2, ivec3(1)); prevent_dce.inner = res; } void fragment_main() { textureSample_2149ec(); } void main() { fragment_main(); return; }