// // fragment_main // #version 310 es precision highp float; precision highp int; layout(binding = 0, std430) buffer f_prevent_dce_block_ssbo { uvec4 inner; } v; layout(binding = 1, r32ui) uniform highp uimage2D f_arg_0; uvec4 textureLoad_83d6e3() { uint v_1 = (uvec2(imageSize(f_arg_0)).x - 1u); uvec4 res = imageLoad(f_arg_0, ivec2(uvec2(min(uint(1), v_1), 0u))); return res; } void main() { v.inner = textureLoad_83d6e3(); } // // compute_main // #version 310 es layout(binding = 0, std430) buffer prevent_dce_block_1_ssbo { uvec4 inner; } v; layout(binding = 1, r32ui) uniform highp uimage2D arg_0; uvec4 textureLoad_83d6e3() { uint v_1 = (uvec2(imageSize(arg_0)).x - 1u); uvec4 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_83d6e3(); }