#version 310 es precision mediump float; precision highp int; uniform mediump sampler2DShadow SPIRV_Cross_CombineduDepthuSampler; uniform mediump sampler2D SPIRV_Cross_CombineduDepthuSampler1; layout(location = 0) out float FragColor; float samp2(mediump sampler2DShadow SPIRV_Cross_Combinedts) { return texture(SPIRV_Cross_Combinedts, vec3(vec3(1.0).xy, 1.0)); } float samp3(mediump sampler2D SPIRV_Cross_Combinedts) { return texture(SPIRV_Cross_Combinedts, vec2(1.0)).x; } float samp(mediump sampler2DShadow SPIRV_Cross_Combinedts, mediump sampler2D SPIRV_Cross_Combinedts1) { float r0 = samp2(SPIRV_Cross_Combinedts); float r1 = samp3(SPIRV_Cross_Combinedts1); return r0 + r1; } void main() { FragColor = samp(SPIRV_Cross_CombineduDepthuSampler, SPIRV_Cross_CombineduDepthuSampler1); }