#version 310 es precision mediump float; uniform highp sampler2DArray arg_0_arg_1; void textureSampleBias_9dbb51() { vec4 res = textureOffset(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), ivec2(0), 1.0f); } void fragment_main() { textureSampleBias_9dbb51(); } void main() { fragment_main(); return; }