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#version 450
layout(binding=1) uniform sampler2D s2D;
int a1[]; // max size from link1
int a2[]; // max size from link2
int b[];
int c[7];
int i;
layout (binding = 0) buffer bnameRuntime { float r[]; };
layout (binding = 1) buffer bnameImplicit { float m[4]; };
vec4 getColor()
{
a1[2] = 1;
a2[9] = 1;
b[2] = 1;
c[3] = 1;
c[i] = 1;
return texture(s2D, vec2(0.5));
}