// // 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_b25644() { ivec2 arg_1 = ivec2(1); uint arg_2 = 1u; ivec2 v_1 = arg_1; uint v_2 = arg_2; uint v_3 = min(v_2, (uint(imageSize(f_arg_0).z) - 1u)); uvec2 v_4 = (uvec2(imageSize(f_arg_0).xy) - uvec2(1u)); ivec2 v_5 = ivec2(min(uvec2(v_1), v_4)); uvec4 res = imageLoad(f_arg_0, ivec3(v_5, int(v_3))); return res; } void main() { v.inner = textureLoad_b25644(); } // // 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_b25644() { ivec2 arg_1 = ivec2(1); uint arg_2 = 1u; ivec2 v_1 = arg_1; uint v_2 = arg_2; uint v_3 = min(v_2, (uint(imageSize(arg_0).z) - 1u)); uvec2 v_4 = (uvec2(imageSize(arg_0).xy) - uvec2(1u)); ivec2 v_5 = ivec2(min(uvec2(v_1), v_4)); uvec4 res = imageLoad(arg_0, ivec3(v_5, int(v_3))); return res; } layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; void main() { v.inner = textureLoad_b25644(); }