// // fragment_main // #version 460 precision highp float; precision highp int; layout(binding = 0, std430) buffer f_prevent_dce_block_ssbo { vec4 inner; } v; layout(binding = 1, r8) uniform highp image2D f_arg_0; vec4 textureLoad_35a5e2() { int arg_1 = 1; int v_1 = arg_1; uint v_2 = (uvec2(imageSize(f_arg_0)).x - 1u); vec4 res = imageLoad(f_arg_0, ivec2(uvec2(min(uint(v_1), v_2), 0u))); return res; } void main() { v.inner = textureLoad_35a5e2(); } // // compute_main // #version 460 layout(binding = 0, std430) buffer prevent_dce_block_1_ssbo { vec4 inner; } v; layout(binding = 1, r8) uniform highp image2D arg_0; vec4 textureLoad_35a5e2() { int arg_1 = 1; int v_1 = arg_1; uint v_2 = (uvec2(imageSize(arg_0)).x - 1u); vec4 res = imageLoad(arg_0, ivec2(uvec2(min(uint(v_1), v_2), 0u))); return res; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { v.inner = textureLoad_35a5e2(); }