#version 460 core #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec2 inUv; layout(location = 0) out vec4 outColor; layout(set=0, binding=0) uniform sampler2D Image0; void main(void) { const ivec2 offs[4] = {ivec2(0,0), ivec2(1,0), ivec2(1,1), ivec2(0,1)}; outColor = textureGatherOffsets(Image0, inUv, offs); }