#version 450

layout(set = 0, binding = 0) uniform sampler Sampler;
layout(set = 0, binding = 0) uniform texture2D SampledImage;
layout(set = 0, binding = 0) uniform sampler SPIRV_Cross_DummySampler;

layout(location = 0) out vec4 _entryPointOutput;

vec4 sample_fetch(texture2D tex, ivec3 UV)
{
    return texelFetch(sampler2D(tex, SPIRV_Cross_DummySampler), UV.xy, UV.z);
}

vec4 sample_sampler(texture2D tex, vec2 UV)
{
    return texture(sampler2D(tex, Sampler), UV);
}

vec4 _main(vec4 xIn)
{
    ivec3 coord = ivec3(int(xIn.x * 1280.0), int(xIn.y * 720.0), 0);
    ivec3 param = coord;
    vec4 value = sample_fetch(SampledImage, param);
    value += texelFetch(sampler2D(SampledImage, SPIRV_Cross_DummySampler), coord.xy, coord.z);
    vec2 param_1 = xIn.xy;
    value += sample_sampler(SampledImage, param_1);
    value += texture(sampler2D(SampledImage, Sampler), xIn.xy);
    return value;
}

void main()
{
    vec4 xIn = gl_FragCoord;
    vec4 param = xIn;
    _entryPointOutput = _main(param);
}

