#version 450 uniform sampler2D SPIRV_Cross_CombinedparamSPIRV_Cross_DummySampler; uniform sampler2D SPIRV_Cross_CombinedSampledImageSPIRV_Cross_DummySampler; uniform sampler2D SPIRV_Cross_CombinedparamSampler; uniform sampler2D SPIRV_Cross_CombinedSampledImageSampler; layout(location = 0) out vec4 _entryPointOutput; vec4 sample_fetch(ivec3 UV, sampler2D SPIRV_Cross_CombinedtexSPIRV_Cross_DummySampler) { return texelFetch(SPIRV_Cross_CombinedtexSPIRV_Cross_DummySampler, UV.xy, UV.z); } vec4 sample_sampler(vec2 UV, sampler2D SPIRV_Cross_CombinedtexSampler) { return texture(SPIRV_Cross_CombinedtexSampler, UV); } vec4 _main(vec4 xIn) { ivec3 coord = ivec3(int(xIn.x * 1280.0), int(xIn.y * 720.0), 0); ivec3 param = coord; vec4 value = sample_fetch(param, SPIRV_Cross_CombinedparamSPIRV_Cross_DummySampler); value += texelFetch(SPIRV_Cross_CombinedSampledImageSPIRV_Cross_DummySampler, coord.xy, coord.z); vec2 param_1 = xIn.xy; value += sample_sampler(param_1, SPIRV_Cross_CombinedparamSampler); value += texture(SPIRV_Cross_CombinedSampledImageSampler, xIn.xy); return value; } void main() { vec4 xIn = gl_FragCoord; vec4 param = xIn; _entryPointOutput = _main(param); }