#version 310 es precision highp float; uniform highp sampler2DArray arg_0_arg_1; layout(binding = 0, std430) buffer prevent_dce_block_ssbo { vec4 inner; } prevent_dce; void textureSampleBias_9dbb51() { vec2 arg_2 = vec2(1.0f); int arg_3 = 1; float arg_4 = 1.0f; vec4 res = textureOffset(arg_0_arg_1, vec3(arg_2, float(arg_3)), ivec2(1), arg_4); prevent_dce.inner = res; } void fragment_main() { textureSampleBias_9dbb51(); } void main() { fragment_main(); return; }