#version 450
layout(set = 0, binding = 0) uniform sampler u_unused_sampler;
layout(set = 0, binding = 1) uniform sampler u_sampler;
layout(set = 0, binding = 2) uniform texture2D u_unused_texture;
layout(set = 0, binding = 3) uniform texture2D u_used;
void main() {
float g0 = textureProj(sampler2DShadow(u_used, u_sampler), vec4(0.0, 0.0, 0.0, 0.0));
}