2 #extension GL_EXT_nonuniform_qualifier : require
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3 layout(set = 0, binding = 0) uniform texture2D uTex[];
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4 layout(set = 1, binding = 0) uniform sampler uSamp;
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5 layout(location = 0) flat in int Index;
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6 layout(location = 0) out vec4 FragColor;
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9 FragColor = texture(nonuniformEXT(sampler2D(uTex[Index], uSamp)), vec2(0.5));
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