| #version 310 es |
| precision mediump float; |
| |
| layout(set = 0, binding = 0) uniform mediump samplerShadow uSampler; |
| layout(set = 0, binding = 1) uniform mediump sampler uSampler1; |
| layout(set = 0, binding = 2) uniform texture2D uDepth; |
| layout(location = 0) out float FragColor; |
| |
| float samp2(texture2D t, mediump samplerShadow s) |
| { |
| return texture(sampler2DShadow(t, s), vec3(1.0)); |
| } |
| |
| float samp3(texture2D t, mediump sampler s) |
| { |
| return texture(sampler2D(t, s), vec2(1.0)).x; |
| } |
| |
| float samp(texture2D t, mediump samplerShadow s, mediump sampler s1) |
| { |
| float r0 = samp2(t, s); |
| float r1 = samp3(t, s1); |
| return r0 + r1; |
| } |
| |
| void main() |
| { |
| FragColor = samp(uDepth, uSampler, uSampler1); |
| } |