#version 450 core #extension GL_EXT_samplerless_texture_functions : enable layout(binding = 1) uniform texture2D tex2D; layout(binding = 1) uniform texture2DMS texMS; layout(binding = 0) uniform textureBuffer buf; void main() { vec4 tex2DFetch = texelFetch(tex2D, ivec2(0, 0), 0); vec4 texMSFetch = texelFetch(texMS, ivec2(0, 0), 0); vec4 bufFetch = texelFetch(buf, 0); vec4 tex2DFetchOffset = texelFetchOffset(tex2D, ivec2(0, 0), 0, ivec2(0, 0)); ivec2 tex2DSize = textureSize(tex2D, 0); ivec2 texMSSize = textureSize(texMS); int bufSize = textureSize(buf); int tex2DLevels = textureQueryLevels(tex2D); int texMSSamples = textureSamples(texMS); }