#version 310 es precision mediump float; precision highp int; layout(set = 0, binding = 1) uniform mediump texture2D uTexture; layout(set = 0, binding = 0) uniform mediump sampler uSampler; layout(set = 0, binding = 4) uniform mediump texture2DArray uTextureArray; layout(set = 0, binding = 3) uniform mediump textureCube uTextureCube; layout(set = 0, binding = 2) uniform mediump texture3D uTexture3D; layout(location = 0) in vec2 vTex; layout(location = 1) in vec3 vTex3; layout(location = 0) out vec4 FragColor; vec4 sample_func(mediump sampler samp, vec2 uv) { return texture(sampler2D(uTexture, samp), uv); } vec4 sample_func_dual(mediump sampler samp, mediump texture2D tex, vec2 uv) { return texture(sampler2D(tex, samp), uv); } void main() { vec2 off = (vec2(1.0) / vec2(textureSize(sampler2D(uTexture, uSampler), 0))); vec2 off2 = (vec2(1.0) / vec2(textureSize(sampler2D(uTexture, uSampler), 1))); highp vec2 param = ((vTex + off) + off2); vec4 c0 = sample_func(uSampler, param); highp vec2 param_1 = ((vTex + off) + off2); vec4 c1 = sample_func_dual(uSampler, uTexture, param_1); vec4 c2 = texture(sampler2DArray(uTextureArray, uSampler), vTex3); vec4 c3 = texture(samplerCube(uTextureCube, uSampler), vTex3); vec4 c4 = texture(sampler3D(uTexture3D, uSampler), vTex3); FragColor = ((((c0 + c1) + c2) + c3) + c4); }