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// [config] // expect_result: pass // glsl_version: 1.30 // [end_config] #version 130 uniform sampler2D a; uniform ivec2 pos; uniform int lod; float f() { vec4 x; const ivec2 offset = ivec2(5, 3); x = texelFetchOffset(a, pos, lod, offset); return x.x; }