#version 450 layout(location = 0) out vec4 FragColor; layout(location = 0) flat in float vTex; layout(binding = 0) uniform sampler1D uSampler; void main() { FragColor += texture(uSampler, vTex, 2.0) + textureLod(uSampler, vTex, 3.0) + textureGrad(uSampler, vTex, 5.0, 8.0); }