26 lines
491 B
GLSL
26 lines
491 B
GLSL
#version 310 es
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precision highp float;
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uniform highp sampler2DArray arg_0_arg_1;
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layout(binding = 0, std430) buffer prevent_dce_block_ssbo {
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vec4 inner;
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} prevent_dce;
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void textureSampleBias_87915c() {
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vec2 arg_2 = vec2(1.0f);
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uint arg_3 = 1u;
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float arg_4 = 1.0f;
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vec4 res = textureOffset(arg_0_arg_1, vec3(arg_2, float(arg_3)), ivec2(1), arg_4);
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prevent_dce.inner = res;
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}
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void fragment_main() {
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textureSampleBias_87915c();
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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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