| layout(set = 0, binding = 2) uniform mediump texture2D uTexture0; |
| layout(set = 0, binding = 3) uniform mediump texture2D uTexture1; |
| layout(set = 0, binding = 0) uniform mediump sampler uSampler0; |
| layout(set = 0, binding = 1) uniform mediump sampler uSampler1; |
| layout(location = 0) in vec2 vTex; |
| layout(location = 0) out vec4 FragColor; |
| FragColor = ((((texture(sampler2D(uTexture0, uSampler0), vTex) + texture(sampler2D(uTexture1, uSampler1), vTex)) + (texture(sampler2D(uTexture0, uSampler0), vTex) + texture(sampler2D(uTexture1, uSampler0), vTex))) + (texture(sampler2D(uTexture0, uSampler1), vTex) + texture(sampler2D(uTexture1, uSampler1), vTex))) + (texture(sampler2D(uTexture0, uSampler0), vTex) + texture(sampler2D(uTexture0, uSampler1), vTex))) + (texture(sampler2D(uTexture1, uSampler0), vTex) + texture(sampler2D(uTexture1, uSampler1), vTex)); |