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