#version 450 #extension GL_EXT_nonuniform_qualifier : require layout(row_major) uniform; layout(row_major) buffer; #line 18 0 layout(binding = 1, set = 1) uniform texture2D glyphTextures_0[]; #line 14 layout(binding = 1) uniform sampler glyphSampler_0; #line 14 layout(location = 0) out vec4 _S1; #line 62 layout(location = 0) in vec2 _S2; #line 62 flat layout(location = 1) in uint _S3; #line 62 void main() { #line 68 vec4 _S4 = (texture(sampler2D(glyphTextures_0[_S3],glyphSampler_0), (_S2))); #line 68 _S1 = _S4; #line 68 return; }