#version 310 es precision mediump float; precision highp int; uniform mediump sampler2D SPIRV_Cross_CombineduTexture0uSampler0; uniform mediump sampler2D SPIRV_Cross_CombineduTexture1uSampler1; uniform mediump sampler2D SPIRV_Cross_CombineduTexture1uSampler0; uniform mediump sampler2D SPIRV_Cross_CombineduTexture0uSampler1; layout(location = 0) in vec2 vTex; layout(location = 0) out vec4 FragColor; void main() { FragColor = ((((texture(SPIRV_Cross_CombineduTexture0uSampler0, vTex) + texture(SPIRV_Cross_CombineduTexture1uSampler1, vTex)) + (texture(SPIRV_Cross_CombineduTexture0uSampler0, vTex) + texture(SPIRV_Cross_CombineduTexture1uSampler0, vTex))) + (texture(SPIRV_Cross_CombineduTexture0uSampler1, vTex) + texture(SPIRV_Cross_CombineduTexture1uSampler1, vTex))) + (texture(SPIRV_Cross_CombineduTexture0uSampler0, vTex) + texture(SPIRV_Cross_CombineduTexture0uSampler1, vTex))) + (texture(SPIRV_Cross_CombineduTexture1uSampler0, vTex) + texture(SPIRV_Cross_CombineduTexture1uSampler1, vTex)); }