#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 textureSampleCompare_1912e5() { vec3 arg_2 = vec3(1.0f); uint arg_3 = 1u; float arg_4 = 1.0f; vec3 v_1 = arg_2; float v_2 = arg_4; float res = texture(f_arg_0_arg_1, vec4(v_1, float(arg_3)), v_2); return res; } void main() { v.inner = textureSampleCompare_1912e5(); }