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uniform highp int level;
uniform highp sampler2D textureData;
layout(pixel_center_integer) in highp vec4 gl_FragCoord;
out highp uvec4 fragmentOutput;
void main() {
ivec2 pos = ivec2(gl_FragCoord.xy);
fragmentOutput = floatBitsToUint(texelFetch(textureData, pos, level));
}