#version 310 es precision highp float; precision highp int; layout(binding = 0, std430) buffer f_prevent_dce_block_ssbo { vec4 inner; } v; uniform highp sampler2DArray f_arg_0_arg_1; vec4 textureSampleBias_1c707e() { vec2 arg_2 = vec2(1.0f); uint arg_3 = 1u; float arg_4 = 1.0f; vec2 v_1 = arg_2; float v_2 = clamp(arg_4, -16.0f, 15.9899997711181640625f); vec4 res = texture(f_arg_0_arg_1, vec3(v_1, float(arg_3)), v_2); return res; } void main() { v.inner = textureSampleBias_1c707e(); }