#version 450
#extension GL_EXT_samplerless_texture_functions : require

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

layout(location = 0) out vec4 _entryPointOutput;

void main()
{
    ivec2 _160 = ivec3(int(gl_FragCoord.x * 1280.0), int(gl_FragCoord.y * 720.0), 0).xy;
    _entryPointOutput = ((texelFetch(SampledImage, _160, 0) + texelFetch(SampledImage, _160, 0)) + texture(sampler2D(SampledImage, Sampler), gl_FragCoord.xy)) + texture(sampler2D(SampledImage, Sampler), gl_FragCoord.xy);
}

