#version 450 layout(binding = 0) uniform sampler2DShadow uShadow; uniform sampler2DShadow SPIRV_Cross_CombineduTextureuSampler; layout(location = 0) in vec3 vUV; layout(location = 0) out float FragColor; float sample_combined() { return texture(uShadow, vec3(vUV.xy, vUV.z)); } float sample_separate() { return texture(SPIRV_Cross_CombineduTextureuSampler, vec3(vUV.xy, vUV.z)); } void main() { FragColor = sample_combined() + sample_separate(); }