#version 310 es precision mediump float; uniform highp sampler2D arg_0_arg_1; layout(binding = 0, std430) buffer prevent_dce_block_ssbo { vec4 inner; } prevent_dce; void textureSampleBias_a161cf() { vec2 arg_2 = vec2(1.0f); float arg_3 = 1.0f; vec4 res = textureOffset(arg_0_arg_1, arg_2, ivec2(1), arg_3); prevent_dce.inner = res; } void fragment_main() { textureSampleBias_a161cf(); } void main() { fragment_main(); return; }