#version 450 layout(set = 0, binding = 0) uniform sampler Sampler; layout(set = 0, binding = 0) uniform texture2D SampledImage; layout(set = 0, binding = 0) uniform sampler SPIRV_Cross_DummySampler; layout(location = 0) out vec4 _entryPointOutput; vec4 sample_fetch(texture2D tex, ivec3 UV) { return texelFetch(sampler2D(tex, SPIRV_Cross_DummySampler), UV.xy, UV.z); } vec4 sample_sampler(texture2D tex, vec2 UV) { return texture(sampler2D(tex, Sampler), UV); } vec4 _main(vec4 xIn) { ivec3 coord = ivec3(int(xIn.x * 1280.0), int(xIn.y * 720.0), 0); ivec3 param = coord; vec4 value = sample_fetch(SampledImage, param); value += texelFetch(sampler2D(SampledImage, SPIRV_Cross_DummySampler), coord.xy, coord.z); vec2 param_1 = xIn.xy; value += sample_sampler(SampledImage, param_1); value += texture(sampler2D(SampledImage, Sampler), xIn.xy); return value; } void main() { vec4 xIn = gl_FragCoord; vec4 param = xIn; _entryPointOutput = _main(param); }