#version 310 es precision mediump float; uniform highp sampler2DShadow arg_0_arg_1; void textureSampleCompare_25fcd1() { float res = textureOffset(arg_0_arg_1, vec3(0.0f, 0.0f, 1.0f), ivec2(0, 0)); } void fragment_main() { textureSampleCompare_25fcd1(); } void main() { fragment_main(); return; }