#version 310 es #extension GL_EXT_shader_framebuffer_fetch : require precision mediump float; precision highp int; mediump vec4 uSubpass0; mediump vec4 uSubpass1; layout(location = 0) inout vec3 FragColor; layout(location = 1) inout vec4 FragColor2; void main() { uSubpass0.xyz = FragColor; uSubpass1 = FragColor2; FragColor = uSubpass0.xyz + uSubpass1.xyz; }