#version 450 #extension GL_EXT_samplerless_texture_functions : require layout(row_major) uniform; layout(row_major) buffer; layout(binding = 0) uniform texture2DMS tex_0; layout(std430, binding = 1) buffer StructuredBuffer_float4_t_0 { vec4 _data[]; } outBuffer_0; layout(local_size_x = 4, local_size_y = 4, local_size_z = 1) in; void main() { vec4 _S2 = (texelFetch((tex_0), (ivec2(gl_WorkGroupID.xy)), (0))); ((outBuffer_0)._data[(0U)]) = _S2; return; }