#version 310 es
precision mediump float;
uniform highp sampler2DArrayShadow arg_0_arg_1;
void textureSample_1a4e1b() {
float res = texture(arg_0_arg_1, vec4(0.0f, 0.0f, float(1u), 0.0f));
}
void fragment_main() {
textureSample_1a4e1b();
void main() {
fragment_main();
return;