#version 310 es precision highp float; precision highp int; layout(binding = 0, std430) buffer f_prevent_dce_block_ssbo { float inner; } v; uniform highp sampler2DArrayShadow f_arg_0_arg_1; float textureSample_60bf45() { vec4 v_1 = vec4(vec2(1.0f), float(1), 0.0f); vec2 v_2 = dFdx(vec2(1.0f)); float res = textureGradOffset(f_arg_0_arg_1, v_1, v_2, dFdy(vec2(1.0f)), ivec2(1)); return res; } void main() { v.inner = textureSample_60bf45(); }