#version 310 es precision mediump float; uniform highp sampler2D arg_0_arg_1; layout(binding = 0, std430) buffer prevent_dce_block_ssbo { vec4 inner; } prevent_dce; void textureSample_6e64fb() { float arg_2 = 1.0f; vec4 res = texture(arg_0_arg_1, vec2(arg_2, 0.5f)); prevent_dce.inner = res; } void fragment_main() { textureSample_6e64fb(); } void main() { fragment_main(); return; }