// // 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 image2DArray f_arg_0; vec4 textureLoad_43484a() { uint v_1 = min(1u, (uint(imageSize(f_arg_0).z) - 1u)); ivec2 v_2 = ivec2(min(uvec2(1u), (uvec2(imageSize(f_arg_0).xy) - uvec2(1u)))); vec4 res = imageLoad(f_arg_0, ivec3(v_2, int(v_1))); return res; } void main() { v.inner = textureLoad_43484a(); } // // compute_main // #version 310 es layout(binding = 0, std430) buffer prevent_dce_block_1_ssbo { vec4 inner; } v; layout(binding = 1, r32f) uniform highp image2DArray arg_0; vec4 textureLoad_43484a() { uint v_1 = min(1u, (uint(imageSize(arg_0).z) - 1u)); ivec2 v_2 = ivec2(min(uvec2(1u), (uvec2(imageSize(arg_0).xy) - uvec2(1u)))); vec4 res = imageLoad(arg_0, ivec3(v_2, int(v_1))); return res; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { v.inner = textureLoad_43484a(); }