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#version 450
//DISABLED_TEST:COMPARE_GLSL:
// Confirm implementation of GitHub issue #84
#if defined(__SLANG__)
#define LAYOUT(X) /* empty */
#else
#define LAYOUT(X) layout(X)
#endif
// Array of resources: should only use up one binding
LAYOUT(binding = 0)
uniform texture2D t[8];
// This should automatically get binding 1
LAYOUT(binding = 1)
uniform sampler s;
LAYOUT(binding = 2)
uniform U
{
int i;
};
LAYOUT(location = 0)
in vec2 uv;
LAYOUT(location = 0)
out vec4 color;
void main()
{
color = texture(sampler2D(t[i], s), uv);
}
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