#version 310 es
precision mediump float;
uniform highp sampler2DShadow arg_0_arg_1;
void textureSample_667d76() {
float res = textureOffset(arg_0_arg_1, vec3(0.0f, 0.0f, 0.0f), ivec2(0));
}
void fragment_main() {
textureSample_667d76();
void main() {
fragment_main();
return;