// // fragment_main // #version 310 es precision highp float; precision highp int; layout(binding = 0, std430) buffer f_prevent_dce_block_ssbo { vec4 inner; } v; layout(binding = 1, r32f) uniform highp image2D f_arg_0; vec4 textureLoad_3bbc2b() { uint v_1 = (uvec2(imageSize(f_arg_0)).x - 1u); vec4 res = imageLoad(f_arg_0, ivec2(uvec2(min(uint(1), v_1), 0u))); return res; } void main() { v.inner = textureLoad_3bbc2b(); } // // compute_main // #version 310 es layout(binding = 0, std430) buffer prevent_dce_block_1_ssbo { vec4 inner; } v; layout(binding = 1, r32f) uniform highp image2D arg_0; vec4 textureLoad_3bbc2b() { uint v_1 = (uvec2(imageSize(arg_0)).x - 1u); vec4 res = imageLoad(arg_0, ivec2(uvec2(min(uint(1), v_1), 0u))); return res; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { v.inner = textureLoad_3bbc2b(); }