20 lines
301 B
GLSL
20 lines
301 B
GLSL
#version 310 es
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precision mediump float;
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uniform highp sampler2DArray arg_0;
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void textureSampleBias_65ac50() {
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vec4 res = textureOffset(arg_0, vec3(0.0f, 0.0f, float(1)), ivec2(0, 0), 1.0f);
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}
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void fragment_main() {
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textureSampleBias_65ac50();
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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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