#version 310 es
precision mediump float;
uniform highp sampler2DArray arg_0;
void textureSample_02aa9b() {
vec4 res = textureOffset(arg_0, vec3(0.0f, 0.0f, float(1)), ivec2(0, 0));
}
void fragment_main() {
textureSample_02aa9b();
return;
void main() {
fragment_main();