20 lines
302 B
GLSL
20 lines
302 B
GLSL
#version 310 es
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precision mediump float;
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uniform highp sampler2DArray arg_0_arg_1;
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void textureSample_8522e7() {
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float res = textureOffset(arg_0_arg_1, vec3(0.0f, 0.0f, float(1)), ivec2(0, 0)).x;
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}
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void fragment_main() {
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textureSample_8522e7();
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return;
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}
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void main() {
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fragment_main();
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}
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