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#version 450 core
#extension GL_EXT_samplerless_texture_functions : enable
layout(binding = 1) uniform texture2D tex2D;
layout(binding = 1) uniform texture2DMS texMS;
layout(binding = 0) uniform textureBuffer buf;
void main()
{
vec4 tex2DFetch = texelFetch(tex2D, ivec2(0, 0), 0);
vec4 texMSFetch = texelFetch(texMS, ivec2(0, 0), 0);
vec4 bufFetch = texelFetch(buf, 0);
vec4 tex2DFetchOffset = texelFetchOffset(tex2D, ivec2(0, 0), 0, ivec2(0, 0));
ivec2 tex2DSize = textureSize(tex2D, 0);
ivec2 texMSSize = textureSize(texMS);
int bufSize = textureSize(buf);
int tex2DLevels = textureQueryLevels(tex2D);
int texMSSamples = textureSamples(texMS);
}