#version 310 es precision mediump float; precision highp int; struct PSInput { highp vec4 color; highp vec2 uv; }; uniform mediump sampler2D SPIRV_Cross_CombinedtexSamp; layout(location = 0) in highp vec4 in_var_COLOR; layout(location = 1) in highp vec2 in_var_TEXCOORD0; layout(location = 0) out highp vec4 out_var_SV_TARGET; highp vec4 src_PSMain(PSInput _input) { vec4 a = _input.color * texture(SPIRV_Cross_CombinedtexSamp, _input.uv); return a; } void main() { PSInput param_var_input = PSInput(in_var_COLOR, in_var_TEXCOORD0); out_var_SV_TARGET = src_PSMain(param_var_input); }