#version 310 es precision mediump float; layout(binding = 3, std140) uniform CBuffer { vec4 a; } cbuf; layout(binding = 4) uniform sampler2D uSampledImage; layout(binding = 5) uniform mediump texture2D uTexture; layout(binding = 6) uniform mediump sampler uSampler; layout(location = 0) out vec4 FragColor; layout(location = 0) in vec2 vTex; layout(std430, push_constant) uniform PushMe { vec4 d; } registers; void main() { vec4 c0 = texture(uSampledImage, vTex); vec4 c1 = texture(sampler2D(uTexture, uSampler), vTex); vec4 c2 = cbuf.a + registers.d; FragColor = c0 + c1 + c2; }