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CosmicEngine/lib/All/SPIRV-Reflect/tests/glsl/weight_texture_qcom.glsl

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#version 450
#extension GL_QCOM_image_processing : require
layout(set = 0, binding = 0) uniform texture2D inTex;
layout(set = 0, binding = 3) uniform sampler linearSampler;
layout(set = 0, binding = 1) uniform texture2DArray kernelTex;
layout(set = 0, binding = 4) uniform sampler weightSampler;
layout(location = 0) out vec4 fragColor;
layout(location = 0) in vec2 uv;
void main()
{
vec4 _32 = textureWeightedQCOM(sampler2D(inTex, linearSampler), uv, sampler2DArray(kernelTex, weightSampler));
fragColor = _32;
}