#version 310 es precision mediump float; uniform highp sampler2DArray arg_0_arg_1; void textureSampleBias_65ac50() { vec4 res = textureOffset(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), ivec2(0, 0), 1.0f); } void fragment_main() { textureSampleBias_65ac50(); return; } void main() { fragment_main(); }