#version 310 es precision mediump float; uniform highp isampler2D arg_0; void textureLoad_c2a480() { ivec4 res = texelFetch(arg_0, ivec2(0, 0), 0); } struct tint_symbol { vec4 value; }; vec4 vertex_main_inner() { textureLoad_c2a480(); return vec4(0.0f, 0.0f, 0.0f, 0.0f); } tint_symbol vertex_main() { vec4 inner_result = vertex_main_inner(); tint_symbol wrapper_result = tint_symbol(vec4(0.0f, 0.0f, 0.0f, 0.0f)); wrapper_result.value = inner_result; return wrapper_result; } void main() { tint_symbol outputs; outputs = vertex_main(); gl_Position = outputs.value; gl_Position.y = -gl_Position.y; } #version 310 es precision mediump float; uniform highp isampler2D arg_0; void textureLoad_c2a480() { ivec4 res = texelFetch(arg_0, ivec2(0, 0), 0); } struct tint_symbol { vec4 value; }; void fragment_main() { textureLoad_c2a480(); return; } void main() { fragment_main(); } #version 310 es precision mediump float; uniform highp isampler2D arg_0; void textureLoad_c2a480() { ivec4 res = texelFetch(arg_0, ivec2(0, 0), 0); } struct tint_symbol { vec4 value; }; layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void compute_main() { textureLoad_c2a480(); return; } void main() { compute_main(); }