Only check for image load/store if sampling type is 2.
uniform texture2D is sampling type 1.
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@ -1005,7 +1005,7 @@ void CompilerGLSL::emit_interface_block(const SPIRVariable &var)
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void CompilerGLSL::emit_uniform(const SPIRVariable &var)
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{
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auto &type = get<SPIRType>(var.basetype);
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if (type.basetype == SPIRType::Image)
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if (type.basetype == SPIRType::Image && type.image.sampled == 2)
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{
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if (!options.es && options.version < 420)
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require_extension("GL_ARB_shader_image_load_store");
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