#version 450
#extension GL_EXT_nonuniform_qualifier : require

layout(set = 0, binding = 0, std430) readonly buffer SSBO
{
    uint indices[];
} _8;

layout(set = 0, binding = 0) uniform sampler2D uSamplers[];
layout(set = 1, binding = 0) uniform sampler2D uSampler;

layout(location = 0) out vec4 FragColor;
layout(location = 0) in vec2 vUV;

void main()
{
    FragColor = textureLod(uSamplers[nonuniformEXT(_8.indices[10])], vUV, 0.0);
    FragColor += textureLod(uSampler, vUV, float(_8.indices[int(gl_FragCoord.y)]));
}

