#version 450 layout(row_major) uniform; layout(row_major) buffer; struct Test_0 { vec4 a_0; }; layout(binding = 0) layout(std140) uniform _S1 { vec4 a_0; }gTest_0; layout(binding = 1) uniform texture2D gTest_t_0; layout(binding = 2) uniform sampler gTest_s_0; layout(location = 0) out vec4 main_0; layout(location = 0) in vec2 uv_0; void main() { main_0 = gTest_0.a_0 + (texture(sampler2D(gTest_t_0,gTest_s_0), (uv_0))); return; }