#version 310 es precision mediump float; precision highp int; layout(binding = 0) uniform mediump sampler2D uSampler; layout(location = 0) in vec2 vUV; layout(location = 0) out vec4 FragColor; void main() { vec4 _51; if (!gl_HelperInvocation) { _51 = textureLod(uSampler, vUV, 0.0); } else { _51 = vec4(1.0); } FragColor = _51; }