#version 450 layout(binding = 0) uniform texture2DArray uTex; layout(binding = 1) uniform samplerShadow uShadow; layout(location = 0) in vec4 vUV; layout(location = 0) out float FragColor; void main() { FragColor = textureGrad(sampler2DArrayShadow(uTex, uShadow), vUV, vec2(0.0), vec2(0.0)) + textureGrad(sampler2DArrayShadow(uTex, uShadow), vUV, vec2(1.0), vec2(1.0)); }