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// texture2d-ms.hlsl.glsl
//TEST_IGNORE_FILE:
#version 450
layout(row_major) uniform;
layout(row_major) buffer;
#extension GL_EXT_samplerless_texture_functions : require
layout(binding = 0)
uniform texture2DMS tex_0;
layout(local_size_x = 4, local_size_y = 4, local_size_z = 1) in;void main()
{
vec4 _S1 = (texelFetch((tex_0), (ivec2(gl_WorkGroupID.xy)), (0)));
return;
}
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