#version 450 layout(set = 0, binding = 0) uniform sampler Sampler; layout(set = 0, binding = 0) uniform texture2D SampledImage; uniform sampler SPIRV_Cross_DummySampler; layout(location = 0) out vec4 _entryPointOutput; void main() { ivec3 _122 = ivec3(int(gl_FragCoord.x * 1280.0), int(gl_FragCoord.y * 720.0), 0); _entryPointOutput = ((texelFetch(sampler2D(SampledImage, SPIRV_Cross_DummySampler), _122.xy, 0) + texelFetch(sampler2D(SampledImage, SPIRV_Cross_DummySampler), _122.xy, 0)) + texture(sampler2D(SampledImage, Sampler), gl_FragCoord.xy)) + texture(sampler2D(SampledImage, Sampler), gl_FragCoord.xy); }