#version 460 precision highp float; precision highp int; layout(binding = 0, std430) buffer f_prevent_dce_block_ssbo { float inner; } v; uniform highp samplerCubeArrayShadow f_arg_0_arg_1; float textureSample_c2f4e8() { float res = texture(f_arg_0_arg_1, vec4(vec3(1.0f), float(1)), 0.0f); return res; } void main() { v.inner = textureSample_c2f4e8(); }