20 lines
332 B
GLSL
20 lines
332 B
GLSL
#version 310 es
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precision mediump float;
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uniform highp sampler2D arg_0_arg_1;
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void textureSampleBias_a161cf() {
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vec2 arg_2 = vec2(1.0f);
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float arg_3 = 1.0f;
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vec4 res = textureOffset(arg_0_arg_1, arg_2, ivec2(1), arg_3);
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}
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void fragment_main() {
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textureSampleBias_a161cf();
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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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