1#version 310 es
2precision mediump float;
3
4layout(binding = 3, std140) uniform CBuffer
5{
6   vec4 a;
7} cbuf;
8
9layout(binding = 4) uniform sampler2D uSampledImage;
10layout(binding = 5) uniform mediump texture2D uTexture;
11layout(binding = 6) uniform mediump sampler uSampler;
12
13layout(location = 0) out vec4 FragColor;
14layout(location = 0) in vec2 vTex;
15
16layout(std430, push_constant) uniform PushMe
17{
18   vec4 d;
19} registers;
20
21void main()
22{
23   vec4 c0 = texture(uSampledImage, vTex);
24   vec4 c1 = texture(sampler2D(uTexture, uSampler), vTex);
25   vec4 c2 = cbuf.a + registers.d;
26   FragColor = c0 + c1 + c2;
27}
28