#version 310 es precision mediump float; uniform highp sampler3D arg_0_arg_1; void textureSampleBias_df91bb() { vec4 res = textureOffset(arg_0_arg_1, vec3(0.0f, 0.0f, 0.0f), ivec3(0, 0, 0), 1.0f); } void fragment_main() { textureSampleBias_df91bb(); return; } void main() { fragment_main(); }