#version 310 es precision mediump float; precision highp int; layout(set = 0, binding = 2) uniform mediump texture2D uTexture0; layout(set = 0, binding = 3) uniform mediump texture2D uTexture1; layout(set = 0, binding = 0) uniform mediump sampler uSampler0; layout(set = 0, binding = 1) uniform mediump sampler uSampler1; layout(location = 0) in vec2 vTex; layout(location = 0) out vec4 FragColor; void main() { FragColor = ((((texture(sampler2D(uTexture0, uSampler0), vTex) + texture(sampler2D(uTexture1, uSampler1), vTex)) + (texture(sampler2D(uTexture0, uSampler0), vTex) + texture(sampler2D(uTexture1, uSampler0), vTex))) + (texture(sampler2D(uTexture0, uSampler1), vTex) + texture(sampler2D(uTexture1, uSampler1), vTex))) + (texture(sampler2D(uTexture0, uSampler0), vTex) + texture(sampler2D(uTexture0, uSampler1), vTex))) + (texture(sampler2D(uTexture1, uSampler0), vTex) + texture(sampler2D(uTexture1, uSampler1), vTex)); }