// texture2d-ms.hlsl.glsl //TEST_IGNORE_FILE: #version 450 layout(row_major) uniform; layout(row_major) buffer; #extension GL_EXT_samplerless_texture_functions : require layout(binding = 0) uniform texture2DMS tex_0; layout(local_size_x = 4, local_size_y = 4, local_size_z = 1) in;void main() { vec4 _S1 = (texelFetch((tex_0), (ivec2(gl_WorkGroupID.xy)), (0))); return; }