#version 450 #extension GL_EXT_samplerless_texture_functions : require #extension GL_EXT_nonuniform_qualifier : require layout(row_major) uniform; layout(row_major) buffer; layout(binding = 0) uniform texture2D gParams_textures_0[10]; float fetchData_0(uvec2 coords_0, uint index_0) { return (texelFetch((gParams_textures_0[nonuniformEXT(index_0)]), ivec2((coords_0)), 0).x); } layout(location = 0) out vec4 _S1; flat layout(location = 0) in uvec3 _S2; void main() { _S1 = vec4(fetchData_0(_S2.xy, _S2.z)); return; }