#version 450 uniform sampler2DArrayShadow SPIRV_Cross_CombinedShadowMapShadowSamplerPCF; layout(location = 0) in vec2 texCoords; layout(location = 1) in float cascadeIndex; layout(location = 2) in float fragDepth; layout(location = 0) out vec4 _entryPointOutput; void main() { _entryPointOutput = vec4(textureGrad(SPIRV_Cross_CombinedShadowMapShadowSamplerPCF, vec4(vec4(texCoords, cascadeIndex, fragDepth).xyz, fragDepth), vec2(0.0), vec2(0.0))); }