#version 310 es precision mediump float; uniform highp sampler2DShadow arg_0_arg_1; void textureSampleCompare_dec064() { vec2 arg_2 = vec2(0.0f); float arg_3 = 1.0f; float res = textureOffset(arg_0_arg_1, vec3(arg_2, arg_3), ivec2(0)); } void fragment_main() { textureSampleCompare_dec064(); } void main() { fragment_main(); return; }