18 lines
1013 B
GLSL
18 lines
1013 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_CombineduTexture0uSampler0;
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uniform mediump sampler2D SPIRV_Cross_CombineduTexture1uSampler1;
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uniform mediump sampler2D SPIRV_Cross_CombineduTexture1uSampler0;
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uniform mediump sampler2D SPIRV_Cross_CombineduTexture0uSampler1;
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layout(location = 0) in vec2 vTex;
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layout(location = 0) out vec4 FragColor;
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void main()
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{
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FragColor = ((((texture(SPIRV_Cross_CombineduTexture0uSampler0, vTex) + texture(SPIRV_Cross_CombineduTexture1uSampler1, vTex)) + (texture(SPIRV_Cross_CombineduTexture0uSampler0, vTex) + texture(SPIRV_Cross_CombineduTexture1uSampler0, vTex))) + (texture(SPIRV_Cross_CombineduTexture0uSampler1, vTex) + texture(SPIRV_Cross_CombineduTexture1uSampler1, vTex))) + (texture(SPIRV_Cross_CombineduTexture0uSampler0, vTex) + texture(SPIRV_Cross_CombineduTexture0uSampler1, vTex))) + (texture(SPIRV_Cross_CombineduTexture1uSampler0, vTex) + texture(SPIRV_Cross_CombineduTexture1uSampler1, vTex));
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}
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