#version 310 es precision mediump float; uniform highp sampler2D arg_0_arg_1; void textureSampleBias_a161cf() { vec4 res = textureOffset(arg_0_arg_1, vec2(1.0f), ivec2(1), 1.0f); } void fragment_main() { textureSampleBias_a161cf(); } void main() { fragment_main(); return; }