#version 450 #extension GL_EXT_samplerless_texture_functions : require layout(set = 0, binding = 0) uniform sampler Sampler; layout(set = 0, binding = 0) uniform texture2D SampledImage; layout(location = 0) out vec4 _entryPointOutput; void main() { ivec2 _160 = ivec3(int(gl_FragCoord.x * 1280.0), int(gl_FragCoord.y * 720.0), 0).xy; _entryPointOutput = ((texelFetch(SampledImage, _160, 0) + texelFetch(SampledImage, _160, 0)) + texture(sampler2D(SampledImage, Sampler), gl_FragCoord.xy)) + texture(sampler2D(SampledImage, Sampler), gl_FragCoord.xy); }