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//TEST:COMPARE_GLSL:
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2DArray samplerArray;
layout (location = 0) in vec3 inUV;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = texture(samplerArray, inUV);
}
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