#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; }