#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_7e9ffd() { float res = texture(f_arg_0_arg_1, vec4(vec2(1.0f), float(1), 0.0f)); return res; } void main() { v.inner = textureSample_7e9ffd(); }