#version 310 es precision mediump float; layout(set = 0, binding = 0) uniform mediump sampler uSampler; layout(set = 0, binding = 1) uniform mediump texture2D uTexture[4]; layout(set = 0, binding = 2) uniform mediump texture3D uTexture3D[4]; layout(set = 0, binding = 3) uniform mediump textureCube uTextureCube[4]; layout(set = 0, binding = 4) uniform mediump texture2DArray uTextureArray[4]; layout(location = 0) out vec4 FragColor; layout(location = 0) in vec2 vTex; layout(location = 1) in vec3 vTex3; vec4 sample_func(mediump sampler samp, vec2 uv) { return texture(sampler2D(uTexture[2], samp), uv); } vec4 sample_func_dual(mediump sampler samp, mediump texture2D tex, vec2 uv) { return texture(sampler2D(tex, samp), uv); } vec4 sample_func_dual_array(mediump sampler samp, mediump texture2D tex[4], vec2 uv) { return texture(sampler2D(tex[1], samp), uv); } void main() { vec2 off = 1.0 / vec2(textureSize(sampler2D(uTexture[1], uSampler), 0)); vec2 off2 = 1.0 / vec2(textureSize(sampler2D(uTexture[2], uSampler), 1)); vec4 c0 = sample_func(uSampler, vTex + off + off2); vec4 c1 = sample_func_dual(uSampler, uTexture[1], vTex + off + off2); vec4 c2 = sample_func_dual_array(uSampler, uTexture, vTex + off + off2); vec4 c3 = texture(sampler2DArray(uTextureArray[3], uSampler), vTex3); vec4 c4 = texture(samplerCube(uTextureCube[1], uSampler), vTex3); vec4 c5 = texture(sampler3D(uTexture3D[2], uSampler), vTex3); FragColor = c0 + c1 + c2 + c3 + c4 + c5; }