// // fragment_main // #version 310 es precision highp float; precision highp int; layout(binding = 0, std430) buffer f_prevent_dce_block_ssbo { uvec4 inner; } v; layout(binding = 1, r32ui) uniform highp uimage2DArray f_arg_0; uvec4 textureLoad_4f5496() { ivec2 arg_1 = ivec2(1); int arg_2 = 1; ivec2 v_1 = arg_1; int v_2 = arg_2; uint v_3 = (uint(imageSize(f_arg_0).z) - 1u); uint v_4 = min(uint(v_2), v_3); uvec2 v_5 = (uvec2(imageSize(f_arg_0).xy) - uvec2(1u)); ivec2 v_6 = ivec2(min(uvec2(v_1), v_5)); uvec4 res = imageLoad(f_arg_0, ivec3(v_6, int(v_4))); return res; } void main() { v.inner = textureLoad_4f5496(); } // // compute_main // #version 310 es layout(binding = 0, std430) buffer prevent_dce_block_1_ssbo { uvec4 inner; } v; layout(binding = 1, r32ui) uniform highp uimage2DArray arg_0; uvec4 textureLoad_4f5496() { ivec2 arg_1 = ivec2(1); int arg_2 = 1; ivec2 v_1 = arg_1; int v_2 = arg_2; uint v_3 = (uint(imageSize(arg_0).z) - 1u); uint v_4 = min(uint(v_2), v_3); uvec2 v_5 = (uvec2(imageSize(arg_0).xy) - uvec2(1u)); ivec2 v_6 = ivec2(min(uvec2(v_1), v_5)); uvec4 res = imageLoad(arg_0, ivec3(v_6, int(v_4))); return res; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { v.inner = textureLoad_4f5496(); }