#version 310 es precision highp float; precision highp int; layout(binding = 0, std430) buffer f_prevent_dce_block_ssbo { vec4 inner; } v; uniform highp sampler2D f_arg_0_arg_1; vec4 textureSample_51b514() { vec4 res = texture(f_arg_0_arg_1, vec2(1.0f)); return res; } void main() { v.inner = textureSample_51b514(); }