#version 460
#extension GL_EXT_samplerless_texture_functions : require
#define FRAGMENT_SHADER 1
#define ps_copy main


layout(location = 0) in vec2 PSin_t;

#if defined(ps_convert_rgba8_16bits) || defined(ps_convert_float32_32bits)
layout(location = 0) out uint o_col0;
#elif !defined(ps_datm1) && \
	!defined(ps_datm0) && \
	!defined(ps_datm1_rta_correction) && \
	!defined(ps_datm0_rta_correction) && \
	!defined(ps_convert_rgba8_float32) && \
	!defined(ps_convert_rgba8_float24) && \
	!defined(ps_convert_rgba8_float16) && \
	!defined(ps_convert_rgb5a1_float16) && \
	!defined(ps_convert_rgba8_float32_biln) && \
	!defined(ps_convert_rgba8_float24_biln) && \
	!defined(ps_convert_rgba8_float16_biln) && \
	!defined(ps_convert_rgb5a1_float16_biln) && \
	!defined(ps_depth_copy)
layout(location = 0) out vec4 o_col0;
