| #version 310 es |
| precision mediump float; |
| precision highp int; |
| |
| uniform mediump sampler2D SPIRV_Cross_CombineduTextureuSampler[4]; |
| uniform mediump sampler2DArray SPIRV_Cross_CombineduTextureArrayuSampler[4]; |
| uniform mediump samplerCube SPIRV_Cross_CombineduTextureCubeuSampler[4]; |
| uniform mediump sampler3D SPIRV_Cross_CombineduTexture3DuSampler[4]; |
| |
| layout(location = 0) in vec2 vTex; |
| layout(location = 1) in vec3 vTex3; |
| layout(location = 0) out vec4 FragColor; |
| |
| void main() |
| { |
| vec2 _95 = (vTex + (vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler[1], 0)))) + (vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler[2], 1))); |
| FragColor = ((((texture(SPIRV_Cross_CombineduTextureuSampler[2], _95) + texture(SPIRV_Cross_CombineduTextureuSampler[1], _95)) + texture(SPIRV_Cross_CombineduTextureuSampler[1], _95)) + texture(SPIRV_Cross_CombineduTextureArrayuSampler[3], vTex3)) + texture(SPIRV_Cross_CombineduTextureCubeuSampler[1], vTex3)) + texture(SPIRV_Cross_CombineduTexture3DuSampler[2], vTex3); |
| } |
| |