#version 450 layout(binding = 0) uniform sampler2D uSamp; uniform sampler2D SPIRV_Cross_CombineduTuS; layout(location = 0) out vec4 FragColor; vec4 samp(sampler2D uSamp_1) { return texture(uSamp_1, vec2(0.5)); } vec4 samp_1(sampler2D SPIRV_Cross_CombinedTS) { return texture(SPIRV_Cross_CombinedTS, vec2(0.5)); } void main() { FragColor = samp(uSamp) + samp_1(SPIRV_Cross_CombineduTuS); }