#version 310 es uniform highp sampler2DShadow arg_0_arg_1; void textureSampleLevel_f3b2c8() { float res = textureLodOffset(arg_0_arg_1, vec3(vec2(1.0f), 0.0f), float(1u), ivec2(1)); } vec4 vertex_main() { textureSampleLevel_f3b2c8(); return vec4(0.0f); } void main() { gl_PointSize = 1.0; vec4 inner_result = vertex_main(); gl_Position = inner_result; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; } #version 310 es precision mediump float; uniform highp sampler2DShadow arg_0_arg_1; void textureSampleLevel_f3b2c8() { float res = textureLodOffset(arg_0_arg_1, vec3(vec2(1.0f), 0.0f), float(1u), ivec2(1)); } void fragment_main() { textureSampleLevel_f3b2c8(); } void main() { fragment_main(); return; } #version 310 es uniform highp sampler2DShadow arg_0_arg_1; void textureSampleLevel_f3b2c8() { float res = textureLodOffset(arg_0_arg_1, vec3(vec2(1.0f), 0.0f), float(1u), ivec2(1)); } void compute_main() { textureSampleLevel_f3b2c8(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }