| #version 310 es |
| precision mediump float; |
| |
| layout(set = 0, binding = 0) uniform mediump sampler2D uSampler; |
| layout(set = 0, binding = 1) uniform mediump sampler2DShadow uSamplerShadow; |
| layout(location = 0) out float FragColor; |
| |
| vec4 samp2(sampler2D s) |
| { |
| return texture(s, vec2(1.0)) + texelFetch(s, ivec2(10), 0); |
| } |
| |
| vec4 samp3(sampler2D s) |
| { |
| return samp2(s); |
| } |
| |
| float samp4(mediump sampler2DShadow s) |
| { |
| return texture(s, vec3(1.0)); |
| } |
| |
| float samp(sampler2D s0, mediump sampler2DShadow s1) |
| { |
| return samp3(s0).x + samp4(s1); |
| } |
| |
| void main() |
| { |
| FragColor = samp(uSampler, uSamplerShadow); |
| } |