#version 310 es ivec4 textureLoad2d(highp isampler2D tint_symbol_1, ivec2 coords, int level) { return texelFetch(tint_symbol_1, coords, level); } uniform highp isampler2D arg_0_1; void doTextureLoad() { ivec4 res = textureLoad2d(arg_0_1, ivec2(0, 0), 0); } vec4 vertex_main() { doTextureLoad(); return vec4(0.0f, 0.0f, 0.0f, 0.0f); } void main() { vec4 inner_result = vertex_main(); gl_Position = inner_result; gl_Position.y = -(gl_Position.y); gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w); return; } #version 310 es precision mediump float; ivec4 textureLoad2d(highp isampler2D tint_symbol_1, ivec2 coords, int level) { return texelFetch(tint_symbol_1, coords, level); } uniform highp isampler2D arg_0_1; void doTextureLoad() { ivec4 res = textureLoad2d(arg_0_1, ivec2(0, 0), 0); } void fragment_main() { doTextureLoad(); } void main() { fragment_main(); return; } #version 310 es ivec4 textureLoad2d(highp isampler2D tint_symbol_1, ivec2 coords, int level) { return texelFetch(tint_symbol_1, coords, level); } uniform highp isampler2D arg_0_1; void doTextureLoad() { ivec4 res = textureLoad2d(arg_0_1, ivec2(0, 0), 0); } void compute_main() { doTextureLoad(); } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { compute_main(); return; }