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#version 450
layout(row_major) uniform;
layout(row_major) buffer;
struct Test_0
{
vec4 a_0;
};
layout(binding = 0)
layout(std140) uniform _S1
{
vec4 a_0;
}gTest_0;
layout(binding = 1)
uniform texture2D gTest_t_0;
layout(binding = 2)
uniform sampler gTest_s_0;
layout(location = 0)
out vec4 main_0;
layout(location = 0)
in vec2 uv_0;
void main()
{
main_0 = gTest_0.a_0 + (texture(sampler2D(gTest_t_0,gTest_s_0), (uv_0)));
return;
}
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