#version 310 es
precision mediump float;
uniform highp sampler3D arg_0_arg_1;
void textureSample_100dc0() {
vec4 res = textureOffset(arg_0_arg_1, vec3(0.0f, 0.0f, 0.0f), ivec3(0, 0, 0));
}
void fragment_main() {
textureSample_100dc0();
return;
void main() {
fragment_main();