#version 450 #extension GL_EXT_nonuniform_qualifier : require layout(row_major) uniform; layout(row_major) buffer; struct SLANG_ParameterGroup_C_0 { vec2 uv_0; uint index_0; }; layout(binding = 2) layout(std140) uniform _S1 { vec2 uv_0; uint index_0; }C_0; layout(binding = 0) uniform texture2D t_0[]; layout(binding = 1) uniform sampler s_0; layout(location = 0) out vec4 main_0; void main() { main_0 = (texture(sampler2D(t_0[C_0.index_0],s_0), (C_0.uv_0))); return; }