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#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;
}
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