//TEST_IGNORE_FILE: #version 420 layout(binding = 0) uniform texture2D t; layout(binding = 1) uniform sampler s; vec4 main_(vec2 uv) { vec4 result = vec4(0); result += textureOffset(sampler2D(t,s), uv, ivec2(0 - 2, 0)); result += textureOffset(sampler2D(t,s), uv, ivec2(1 - 2, 0)); result += textureOffset(sampler2D(t,s), uv, ivec2(2 - 2, 0)); result += textureOffset(sampler2D(t,s), uv, ivec2(3 - 2, 0)); result += textureOffset(sampler2D(t,s), uv, ivec2(4 - 2, 0)); return result; } layout(location = 0) in vec2 SLANG_in_uv; layout(location = 0) out vec4 SLANG_out_main_result; void main() { vec2 uv = SLANG_in_uv; vec4 main_result = main_(uv); SLANG_out_main_result = main_result; }