#version 310 es
precision highp float;
precision highp int;

layout(binding = 0, std430)
buffer f_prevent_dce_block_ssbo {
  vec4 inner;
} v;
uniform highp sampler2D f_arg_0_arg_1;
vec4 textureSample_6e64fb() {
  float arg_2 = 1.0f;
  vec4 res = texture(f_arg_0_arg_1, vec2(arg_2, 0.5f));
  return res;
}
void main() {
  v.inner = textureSample_6e64fb();
}
