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1#version 450
2#extension GL_EXT_nonuniform_qualifier : require
3layout(set = 0, binding = 0) uniform texture2D uTex[];
4layout(set = 1, binding = 0) uniform sampler uSamp;
5layout(location = 0) flat in int Index;
6layout(location = 0) out vec4 FragColor;
7void main()
8{
9    FragColor = texture(nonuniformEXT(sampler2D(uTex[Index], uSamp)), vec2(0.5));
10}
11