#version 310 es precision mediump float; uniform highp sampler3D arg_0_arg_1; void textureSample_100dc0() { vec4 res = textureOffset(arg_0_arg_1, vec3(0.0f, 0.0f, 0.0f), ivec3(0, 0, 0)); } void fragment_main() { textureSample_100dc0(); } void main() { fragment_main(); return; }