#version 310 es precision mediump float; precision highp int; layout(binding = 0) uniform mediump sampler2D uSubpass0; layout(binding = 1) uniform mediump sampler2D uSubpass1; layout(location = 0) out vec4 FragColor; void main() { FragColor = texelFetch(uSubpass0, ivec2(gl_FragCoord.xy), 0) + texelFetch(uSubpass1, ivec2(gl_FragCoord.xy), 0); }