#version 310 es precision mediump float; uniform highp sampler2DArrayShadow arg_0_arg_1; void textureSampleCompare_dd431d() { float res = texture(arg_0_arg_1, vec4(0.0f, 0.0f, float(1), 1.0f)); } void fragment_main() { textureSampleCompare_dd431d(); } void main() { fragment_main(); return; }