// // 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, rg32f) uniform highp image2DArray f_arg_0; vec4 textureLoad_482627() { uvec2 arg_1 = uvec2(1u); uint arg_2 = 1u; uvec2 v_1 = arg_1; uint v_2 = arg_2; uint v_3 = min(v_2, (uint(imageSize(f_arg_0).z) - 1u)); ivec2 v_4 = ivec2(min(v_1, (uvec2(imageSize(f_arg_0).xy) - uvec2(1u)))); vec4 res = imageLoad(f_arg_0, ivec3(v_4, int(v_3))); return res; } void main() { v.inner = textureLoad_482627(); } // // compute_main // #version 460 layout(binding = 0, std430) buffer prevent_dce_block_1_ssbo { vec4 inner; } v; layout(binding = 1, rg32f) uniform highp image2DArray arg_0; vec4 textureLoad_482627() { uvec2 arg_1 = uvec2(1u); uint arg_2 = 1u; uvec2 v_1 = arg_1; uint v_2 = arg_2; uint v_3 = min(v_2, (uint(imageSize(arg_0).z) - 1u)); ivec2 v_4 = ivec2(min(v_1, (uvec2(imageSize(arg_0).xy) - uvec2(1u)))); vec4 res = imageLoad(arg_0, ivec3(v_4, int(v_3))); return res; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { v.inner = textureLoad_482627(); }