#version 310 es precision highp float; uniform highp sampler2DArrayShadow arg_0_arg_1; layout(binding = 0, std430) buffer prevent_dce_block_ssbo { float inner; } prevent_dce; void textureSample_1a4e1b() { vec2 arg_2 = vec2(1.0f); uint arg_3 = 1u; float res = texture(arg_0_arg_1, vec4(vec3(arg_2, float(arg_3)), 0.0f)); prevent_dce.inner = res; } void fragment_main() { textureSample_1a4e1b(); } void main() { fragment_main(); return; }