#version 450 layout(binding = 1, rgba32f) uniform image2D RWIm; layout(binding = 0, rgba32f) uniform writeonly imageBuffer RWBuf; layout(binding = 1) uniform sampler2D ROIm; layout(binding = 0) uniform samplerBuffer ROBuf; layout(location = 0) out vec4 _entryPointOutput; vec4 _main() { vec4 storeTemp = vec4(10.0, 0.5, 8.0, 2.0); imageStore(RWIm, ivec2(uvec2(10u)), storeTemp); vec4 v = imageLoad(RWIm, ivec2(uvec2(30u))); imageStore(RWBuf, int(80u), v); v += texelFetch(ROIm, ivec2(uvec2(50u, 60u)), 0); v += texelFetch(ROBuf, int(80u)); return v; } void main() { vec4 _45 = _main(); _entryPointOutput = _45; }