#version 310 es uniform highp sampler2DMS arg_0_1; void textureLoad_4db25c() { uvec2 arg_1 = uvec2(1u); uint arg_2 = 1u; float res = texelFetch(arg_0_1, ivec2(arg_1), int(arg_2)).x; } vec4 vertex_main() { textureLoad_4db25c(); return vec4(0.0f); } void main() { gl_PointSize = 1.0; vec4 inner_result = vertex_main(); gl_Position = inner_result; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; } #version 310 es precision mediump float; uniform highp sampler2DMS arg_0_1; void textureLoad_4db25c() { uvec2 arg_1 = uvec2(1u); uint arg_2 = 1u; float res = texelFetch(arg_0_1, ivec2(arg_1), int(arg_2)).x; } void fragment_main() { textureLoad_4db25c(); } void main() { fragment_main(); return; } #version 310 es uniform highp sampler2DMS arg_0_1; void textureLoad_4db25c() { uvec2 arg_1 = uvec2(1u); uint arg_2 = 1u; float res = texelFetch(arg_0_1, ivec2(arg_1), int(arg_2)).x; } void compute_main() { textureLoad_4db25c(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }