#version 310 es precision highp float; uniform highp samplerCubeShadow arg_0_arg_1; layout(binding = 0, std430) buffer prevent_dce_block_ssbo { float inner; } prevent_dce; void textureSample_ea7030() { vec3 arg_2 = vec3(1.0f); float res = texture(arg_0_arg_1, vec4(arg_2, 0.0f)); prevent_dce.inner = res; } void fragment_main() { textureSample_ea7030(); } void main() { fragment_main(); return; }