<commit_before>
@MATERIAL_UNIFORMS

#ifdef HAS_ambientTexture
layout(location = 5) in vec2 ambient_coord;
#endif

#ifdef HAS_opacityTexture
layout(location = 9) in vec2 opacity_coord;
#endif

#ifdef HAS_specularTexture
layout(location = 6) in vec2 specular_coord;
#endif

#ifdef HAS_emissiveTexture
layout(location = 7) in vec2 emissive_coord;
#endif

#ifdef HAS_normalTexture
layout(location = 10) in vec2 normal_coord;
#endif

#ifdef HAS_lightMapTexture
layout(location = 8) in vec2 lightmap_coord;
#endif

#ifdef HAS_ambientTexture1
layout(location = 11) in vec2 ambient_coord1;
layout(set = 0, binding = 11) uniform sampler2D ambientTexture1;
#endif

#ifdef HAS_diffuseTexture1
layout(location = 12) in vec2 diffuse_coord1;
layout(set = 0, binding = 12) uniform sampler2D diffuseTexture1;
#endif

#ifdef HAS_specularTexture1
layout(location = 13) in vec2 specular_coord1;
layout(set = 0, binding = 13) uniform sampler2D specularTexture1;
#endif

#ifdef HAS_emissiveTexture1
layout(location = 14) in vec2 emissive_coord1;
layout(set = 0, binding = 14) uniform sampler2D emissiveTexture1;
#endif

#ifdef HAS_lightMapTexture1
in vec2 lightmap_coord1;
#endif

layout(set = 0, binding = 5) uniform sampler2D ambientTexture;<commit_msg>fix screen shot shader, texturing bug<commit_after>
@MATERIAL_UNIFORMS

#ifdef HAS_ambientTexture
layout(location = 5) in vec2 ambient_coord;
#endif

#ifdef HAS_opacityTexture
layout(location = 9) in vec2 opacity_coord;
#endif

#ifdef HAS_specularTexture
layout(location = 6) in vec2 specular_coord;
#endif

#ifdef HAS_emissiveTexture
layout(location = 7) in vec2 emissive_coord;
#endif

#ifdef HAS_normalTexture
layout(location = 10) in vec2 normal_coord;
#endif

#ifdef HAS_lightMapTexture
layout(location = 8) in vec2 lightmap_coord;
#endif

#ifdef HAS_ambientTexture1
layout(location = 11) in vec2 ambient_coord1;
layout(set = 0, binding = 11) uniform sampler2D ambientTexture1;
#endif

#ifdef HAS_diffuseTexture1
layout(location = 12) in vec2 diffuse_coord1;
layout(set = 0, binding = 12) uniform sampler2D diffuseTexture1;
#endif

#ifdef HAS_specularTexture1
layout(location = 13) in vec2 specular_coord1;
layout(set = 0, binding = 13) uniform sampler2D specularTexture1;
#endif

#ifdef HAS_emissiveTexture1
layout(location = 14) in vec2 emissive_coord1;
layout(set = 0, binding = 14) uniform sampler2D emissiveTexture1;
#endif

#ifdef HAS_lightMapTexture1
in vec2 lightmap_coord1;
#endif


layout(set = 0, binding = 5) uniform sampler2D ambientTexture;
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{'dir': 'git-commits-cleaned', 'id': '3403314', 'n_tokens_mistral': 940, 'n_tokens_neox': 842, 'n_words': 250}