#version 310 es precision mediump float; uniform highp sampler2DShadow arg_0_arg_1; void textureSample_0dff6c() { vec2 arg_2 = vec2(1.0f); float res = textureOffset(arg_0_arg_1, vec3(arg_2, 0.0f), ivec2(1)); } void fragment_main() { textureSample_0dff6c(); } void main() { fragment_main(); return; }