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