21 lines
975 B
GLSL
21 lines
975 B
GLSL
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#version 310 es
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precision mediump float;
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precision highp int;
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uniform mediump sampler2D SPIRV_Cross_CombineduTextureuSampler;
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uniform mediump sampler2DArray SPIRV_Cross_CombineduTextureArrayuSampler;
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uniform mediump samplerCube SPIRV_Cross_CombineduTextureCubeuSampler;
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uniform mediump sampler3D SPIRV_Cross_CombineduTexture3DuSampler;
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layout(location = 0) in vec2 vTex;
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layout(location = 1) in vec3 vTex3;
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layout(location = 0) out vec4 FragColor;
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void main()
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{
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vec2 _54 = vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler, 0));
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vec2 _64 = vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler, 1));
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FragColor = (((texture(SPIRV_Cross_CombineduTextureuSampler, (vTex + _54) + _64) + texture(SPIRV_Cross_CombineduTextureuSampler, (vTex + _54) + _64)) + texture(SPIRV_Cross_CombineduTextureArrayuSampler, vTex3)) + texture(SPIRV_Cross_CombineduTextureCubeuSampler, vTex3)) + texture(SPIRV_Cross_CombineduTexture3DuSampler, vTex3);
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}
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