#version 310 es precision mediump float; precision highp int; uniform mediump sampler2D SPIRV_Cross_CombineduTextureuSampler; uniform mediump sampler2DArray SPIRV_Cross_CombineduTextureArrayuSampler; uniform mediump samplerCube SPIRV_Cross_CombineduTextureCubeuSampler; uniform mediump sampler3D SPIRV_Cross_CombineduTexture3DuSampler; layout(location = 0) in vec2 vTex; layout(location = 1) in vec3 vTex3; layout(location = 0) out vec4 FragColor; void main() { vec2 _77 = (vTex + (vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler, 0)))) + (vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler, 1))); FragColor = (((texture(SPIRV_Cross_CombineduTextureuSampler, _77) + texture(SPIRV_Cross_CombineduTextureuSampler, _77)) + texture(SPIRV_Cross_CombineduTextureArrayuSampler, vTex3)) + texture(SPIRV_Cross_CombineduTextureCubeuSampler, vTex3)) + texture(SPIRV_Cross_CombineduTexture3DuSampler, vTex3); }