#version 450 #extension GL_EXT_samplerless_texture_functions : require layout(row_major) uniform; layout(row_major) buffer; struct SLANG_ParameterGroup_C_0 { ivec2 pos_0; }; layout(binding = 2) layout(std140) uniform _S1 { ivec2 pos_0; } C_0; layout(binding = 0) uniform texture2D inputTexture_0; layout(rg32f) layout(binding = 1) uniform image2D outputTexture_0; layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in; void main() { ivec3 _S2 = ivec3(C_0.pos_0, 0); imageStore((outputTexture_0), ivec2((uvec2(C_0.pos_0))), vec4((texelFetch((inputTexture_0), ((_S2)).xy, ((_S2)).z).xy), float(0), float(0))); return; }