1#version 310 es 2precision mediump float; 3precision highp int; 4 5uniform mediump sampler2D SPIRV_Cross_CombineduTextureuSampler[4]; 6uniform mediump sampler2DArray SPIRV_Cross_CombineduTextureArrayuSampler[4]; 7uniform mediump samplerCube SPIRV_Cross_CombineduTextureCubeuSampler[4]; 8uniform mediump sampler3D SPIRV_Cross_CombineduTexture3DuSampler[4]; 9 10layout(location = 0) in vec2 vTex; 11layout(location = 1) in vec3 vTex3; 12layout(location = 0) out vec4 FragColor; 13 14vec4 sample_func(vec2 uv, mediump sampler2D SPIRV_Cross_CombineduTexturesamp[4]) 15{ 16 return texture(SPIRV_Cross_CombineduTexturesamp[2], uv); 17} 18 19vec4 sample_func_dual(vec2 uv, mediump sampler2D SPIRV_Cross_Combinedtexsamp) 20{ 21 return texture(SPIRV_Cross_Combinedtexsamp, uv); 22} 23 24vec4 sample_func_dual_array(vec2 uv, mediump sampler2D SPIRV_Cross_Combinedtexsamp[4]) 25{ 26 return texture(SPIRV_Cross_Combinedtexsamp[1], uv); 27} 28 29void main() 30{ 31 vec2 off = vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler[1], 0)); 32 vec2 off2 = vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler[2], 1)); 33 vec2 param = (vTex + off) + off2; 34 vec4 c0 = sample_func(param, SPIRV_Cross_CombineduTextureuSampler); 35 vec2 param_1 = (vTex + off) + off2; 36 vec4 c1 = sample_func_dual(param_1, SPIRV_Cross_CombineduTextureuSampler[1]); 37 vec2 param_2 = (vTex + off) + off2; 38 vec4 c2 = sample_func_dual_array(param_2, SPIRV_Cross_CombineduTextureuSampler); 39 vec4 c3 = texture(SPIRV_Cross_CombineduTextureArrayuSampler[3], vTex3); 40 vec4 c4 = texture(SPIRV_Cross_CombineduTextureCubeuSampler[1], vTex3); 41 vec4 c5 = texture(SPIRV_Cross_CombineduTexture3DuSampler[2], vTex3); 42 FragColor = ((((c0 + c1) + c2) + c3) + c4) + c5; 43} 44 45