#version 310 es precision highp float; precision highp int; layout(binding = 0, std430) buffer f_prevent_dce_block_ssbo { float inner; } v; uniform highp sampler2DShadow f_arg_0_arg_1; float textureSampleCompare_3a5923() { vec2 arg_2 = vec2(1.0f); float arg_3 = 1.0f; float res = texture(f_arg_0_arg_1, vec3(arg_2, arg_3)); return res; } void main() { v.inner = textureSampleCompare_3a5923(); }