#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;
layout(set = 0, binding = 3) uniform texture2D u_other_a;
layout(set = 0, binding = 4) uniform texture2D u_other_b;
void a(uint useless, texture2D mixed_texture, sampler regular_sampler, sampler comparison_sampler, texture2D other_b) {
float g0 = textureProj(sampler2DShadow(mixed_texture, comparison_sampler), vec4(0.0, 0.0, 0.0, 0.0));
vec4 g1 = textureLod(sampler2D(mixed_texture, regular_sampler), vec2(0.0, 0.0), 0);
vec4 g2 = textureLod(sampler2D(other_b, regular_sampler), vec2(0.0, 0.0), 0);
}
void b(sampler regular_sampler, sampler comparison_sampler, texture2D other_b, texture2D mixed_texture) {
a(0, mixed_texture, regular_sampler, comparison_sampler, other_b);
}
void c(sampler comparison_sampler, texture2D other_b, texture2D mixed_texture, sampler regular_sampler) {
b(regular_sampler, comparison_sampler, other_b, mixed_texture);
}
void d(texture2D other_b, texture2D mixed_texture, sampler regular_sampler, sampler comparison_sampler) {
c(comparison_sampler, other_b, mixed_texture, regular_sampler);
}
void e(texture2D mixed_texture, sampler regular_sampler, sampler comparison_sampler, texture2D other_b) {
d(other_b, mixed_texture, regular_sampler, comparison_sampler);
}
void main() {
e(u_mixed_texture, u_regular_sampler, u_comparison_sampler, u_other_b);
d(u_other_b, u_mixed_texture, u_regular_sampler, u_comparison_sampler);
c(u_comparison_sampler, u_other_b, u_mixed_texture, u_regular_sampler);
b(u_regular_sampler, u_comparison_sampler, u_other_b, u_mixed_texture);
a(0, u_mixed_texture, u_regular_sampler, u_comparison_sampler, u_other_b);
}