14 lines
348 B
GLSL
14 lines
348 B
GLSL
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#version 450
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layout(binding = 0) uniform sampler2DShadow uShadow;
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uniform sampler2DShadow SPIRV_Cross_CombineduTextureuSampler;
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layout(location = 0) in vec3 vUV;
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layout(location = 0) out float FragColor;
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void main()
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{
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FragColor = texture(uShadow, vec3(vUV.xy, vUV.z)) + texture(SPIRV_Cross_CombineduTextureuSampler, vec3(vUV.xy, vUV.z));
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}
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