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- We use this to work around the fact that, e.g., `Texture2D.Load` doesn't take a sampler, but the equivalent GLSL operation `texelFetch` requires one
- Previously we tried to hide the sampler from the user, hoping that glslang would drop it and we could just ignore it, but that doesn't work
- For now we'll go ahead and explicitly show the sampler in the reflection info so that an app can react appropriately
- We also generate a unique binding for the sampler, instead of the old behavior that fixed it with `binding = 0`
- We still fix it with `set = 0`, so it might still surprise users
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