+ const struct glsl_type *sampler2D =
+ glsl_sampler_type(GLSL_SAMPLER_DIM_2D, false, false, GLSL_TYPE_FLOAT);
+
+ if (!state->tex) {
+ state->tex =
+ nir_variable_create(b->shader, nir_var_uniform, sampler2D, "drawpix");
+ state->tex->data.binding = state->options->drawpix_sampler;
+ state->tex->data.explicit_binding = true;
+ state->tex->data.how_declared = nir_var_hidden;
+ }
+
+ nir_deref_instr *tex_deref = nir_build_deref_var(b, state->tex);
+