20 lines
342 B
GLSL
20 lines
342 B
GLSL
#version 310 es
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precision mediump float;
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uniform highp sampler2DArrayShadow arg_0_arg_1;
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void textureSample_1a4e1b() {
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vec2 arg_2 = vec2(0.0f);
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uint arg_3 = 1u;
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float res = texture(arg_0_arg_1, vec4(vec3(arg_2, float(arg_3)), 0.0f));
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}
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void fragment_main() {
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textureSample_1a4e1b();
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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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