// // 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 uimage2D f_arg_0; uvec4 textureLoad_ad551e() { uint arg_1 = 1u; uint v_1 = arg_1; uvec4 res = imageLoad(f_arg_0, ivec2(uvec2(min(v_1, (uvec2(imageSize(f_arg_0)).x - 1u)), 0u))); return res; } void main() { v.inner = textureLoad_ad551e(); } // // compute_main // #version 310 es layout(binding = 0, std430) buffer prevent_dce_block_1_ssbo { uvec4 inner; } v; layout(binding = 1, r32ui) uniform highp uimage2D arg_0; uvec4 textureLoad_ad551e() { uint arg_1 = 1u; uint v_1 = arg_1; uvec4 res = imageLoad(arg_0, ivec2(uvec2(min(v_1, (uvec2(imageSize(arg_0)).x - 1u)), 0u))); return res; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { v.inner = textureLoad_ad551e(); }