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RSLC_EXTENDED takes the rest of the samplers - sampler1D, sampler3D, samplerCube and samplerCubeArray of each base, and the 1D, 2D, 2D array, cube and cube array shadow samplers - with every texture function GLSL has on them, the shadow ones through the Dref sample and gather instructions. It takes a stage redeclaring its gl_PerVertex block or gl_FragCoord, a geometry stage's inputs declared as plain unsized arrays, gl_PointCoord, gl_PrimitiveIDIn, and GL_EXT_spirv_intrinsics' spirv_execution_mode with its capabilities and extensions; a float controls mode declared without them gets the ones it needs. These go to SPIR-V only; the other destinations refuse a stage that uses them. A constant division by zero folded to zero; it folds to the infinity or NaN IEEE gives, as glslang folds it. Cemu's decompiled shaders and the community graphic packs written for them compile to SPIR-V that draws as glslang's does, pixel for pixel on lavapipe.