#version 450 layout(location = 0) out vec4 FragColor; layout(binding = 0) uniform sampler2D uSampler; layout(location = 0) in vec4 vInput; void main() { FragColor = vInput; vec4 t = texture(uSampler, vInput.xy); vec4 d0 = dFdx(vInput); vec4 d1 = dFdy(vInput); vec4 d2 = fwidth(vInput); vec4 d3 = dFdxCoarse(vInput); vec4 d4 = dFdyCoarse(vInput); vec4 d5 = fwidthCoarse(vInput); vec4 d6 = dFdxFine(vInput); vec4 d7 = dFdyFine(vInput); vec4 d8 = fwidthFine(vInput); if (vInput.y > 10.0) { FragColor += t; FragColor += d0; FragColor += d1; FragColor += d2; FragColor += d3; FragColor += d4; FragColor += d5; FragColor += d6; FragColor += d7; FragColor += d8; } }