#version 450
layout(set = 0, binding = 0) uniform sampler u_sampler;
layout(set = 0, binding = 1) uniform texture2D u_texture;
layout(set = 0, binding = 2) uniform texture2D useless;
void a(sampler s, texture2D t) {
float g2 = textureProj(sampler2DShadow(t, s), vec4(0.0, 0.0, 0.0, 0.0));
vec4 g3 = textureLod(sampler2D(t, s), vec2(0.0, 0.0), 0);
}
void b(sampler s, texture2D t) {
a(s, t);
}
void main() {
a(u_sampler, u_texture);
b(u_sampler, u_texture);
float g0 = textureProj(sampler2DShadow(u_texture, u_sampler), vec4(0.0, 0.0, 0.0, 0.0));
vec4 g1 = textureLod(sampler2D(u_texture, u_sampler), vec2(0.0, 0.0), 0);
}