#version 310 es precision mediump float; uniform highp sampler2DShadow arg_0_arg_1; void textureSample_0dff6c() { float res = textureOffset(arg_0_arg_1, vec3(0.0f, 0.0f, 0.0f), ivec2(0)); } void fragment_main() { textureSample_0dff6c(); } void main() { fragment_main(); return; }