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#version 450
layout(binding = 0) uniform usampler2DMSArray s_image;
layout(location = 0) out uvec4 o_color;
layout(push_constant)
uniform u_info_t {
ivec2 offset;
} u_info;
void main() {
ivec3 coord = ivec3(gl_FragCoord.xy + u_info.offset, gl_Layer);
o_color = texelFetch(s_image, coord, 0);
}
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