#version 450
layout(set = 0, binding = 0) uniform sampler u_regular_sampler;
layout(set = 0, binding = 1) uniform sampler u_comparison_sampler;
layout(set = 0, binding = 2) uniform texture2D u_mixed_texture;
void a(sampler s, texture2D t) {
float g0 = textureProj(sampler2DShadow(t, s), vec4(0.0, 0.0, 0.0, 0.0));
vec4 g1 = textureLod(sampler2D(t, s), vec2(0.0, 0.0), 0);
}
void b(sampler s, texture2D t) {
float g1 = textureProj(sampler2DShadow(t, s), vec4(0.0, 0.0, 0.0, 0.0));
}
void c(sampler s, texture2D t) {
vec4 g2 = textureLod(sampler2D(t, s), vec2(0.0, 0.0), 0);
}
void d(sampler s, texture2D t) {
c(s, t);
}
void main() {
a(u_regular_sampler, u_mixed_texture);
b(u_comparison_sampler, u_mixed_texture);
c(u_regular_sampler, u_mixed_texture);
d(u_regular_sampler, u_mixed_texture);
}