// // 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 image3D f_arg_0; vec4 textureLoad_99d8fa() { ivec3 arg_1 = ivec3(1); ivec3 v_1 = arg_1; uvec3 v_2 = (uvec3(imageSize(f_arg_0)) - uvec3(1u)); vec4 res = imageLoad(f_arg_0, ivec3(min(uvec3(v_1), v_2))); return res; } void main() { v.inner = textureLoad_99d8fa(); } // // compute_main // #version 460 layout(binding = 0, std430) buffer prevent_dce_block_1_ssbo { vec4 inner; } v; layout(binding = 1, r8) uniform highp image3D arg_0; vec4 textureLoad_99d8fa() { ivec3 arg_1 = ivec3(1); ivec3 v_1 = arg_1; uvec3 v_2 = (uvec3(imageSize(arg_0)) - uvec3(1u)); vec4 res = imageLoad(arg_0, ivec3(min(uvec3(v_1), v_2))); return res; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { v.inner = textureLoad_99d8fa(); }