23 lines
408 B
GLSL
23 lines
408 B
GLSL
#version 310 es
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precision highp float;
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uniform highp sampler2DShadow arg_0_arg_1;
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layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
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float inner;
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} prevent_dce;
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void textureSample_0dff6c() {
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float res = textureOffset(arg_0_arg_1, vec3(vec2(1.0f), 0.0f), ivec2(1));
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prevent_dce.inner = res;
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}
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void fragment_main() {
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textureSample_0dff6c();
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}
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void main() {
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fragment_main();
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return;
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}
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