#version 310 es precision mediump float; uniform highp samplerCube arg_0_arg_1; layout(binding = 0, std430) buffer prevent_dce_block_ssbo { vec4 inner; } prevent_dce; void textureSampleBias_53b9f7() { vec3 arg_2 = vec3(1.0f); float arg_3 = 1.0f; vec4 res = texture(arg_0_arg_1, arg_2, arg_3); prevent_dce.inner = res; } void fragment_main() { textureSampleBias_53b9f7(); } void main() { fragment_main(); return; }