23 lines
407 B
GLSL
23 lines
407 B
GLSL
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#version 450
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layout(binding = 0) uniform sampler2D uSamp;
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uniform sampler2D SPIRV_Cross_CombineduTuS;
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layout(location = 0) out vec4 FragColor;
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vec4 samp(sampler2D uSamp_1)
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{
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return texture(uSamp_1, vec2(0.5));
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}
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vec4 samp_1(sampler2D SPIRV_Cross_CombinedTS)
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{
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return texture(SPIRV_Cross_CombinedTS, vec2(0.5));
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}
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void main()
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{
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FragColor = samp(uSamp) + samp_1(SPIRV_Cross_CombineduTuS);
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}
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