out vec4 sk_FragColor; layout (rgba8, binding = 1, set = 0) uniform readonlyTexture2D aTexture; layout (binding = 2, set = 0) uniform sampler2D aSampledTexture; layout (location = 1) in vec2 c; vec4 helpers_helper_h4ZT(sampler2D s, layout (rgba8) readonlyTexture2D t) { return texture(s, c); } vec4 helper_h4TZ(layout (rgba8) readonlyTexture2D t, sampler2D s) { return helpers_helper_h4ZT(s, t); } void main() { sk_FragColor = helper_h4TZ(aTexture, aSampledTexture); }