#version 460 precision highp float; precision highp int; layout(binding = 0, std430) buffer f_prevent_dce_block_ssbo { float inner; } v; uniform highp samplerCubeArrayShadow f_arg_0_arg_1; float textureSample_c2f4e8() { vec3 arg_2 = vec3(1.0f); int arg_3 = 1; vec3 v_1 = arg_2; float res = texture(f_arg_0_arg_1, vec4(v_1, float(arg_3)), 0.0f); return res; } void main() { v.inner = textureSample_c2f4e8(); }