#version 460 precision highp float; precision highp int; layout(binding = 0, std430) buffer f_prevent_dce_block_ssbo { vec4 inner; } v; uniform highp samplerCubeArray f_arg_0_arg_1; vec4 textureSample_4dd1bf() { vec4 res = texture(f_arg_0_arg_1, vec4(vec3(1.0f), float(1))); return res; } void main() { v.inner = textureSample_4dd1bf(); }