#version 450 layout(binding = 0) uniform sampler1DShadow uShadow1D; layout(binding = 1) uniform sampler2DShadow uShadow2D; layout(binding = 2) uniform sampler1D uSampler1D; layout(binding = 3) uniform sampler2D uSampler2D; layout(binding = 4) uniform sampler3D uSampler3D; layout(location = 0) out float FragColor; layout(location = 1) in vec4 vClip4; layout(location = 2) in vec2 vClip2; layout(location = 0) in vec3 vClip3; void main() { vec4 _20 = vClip4; _20.y = vClip4.w; FragColor = textureProj(uShadow1D, vec4(_20.x, 0.0, vClip4.z, _20.y)); vec4 _30 = vClip4; _30.z = vClip4.w; FragColor = textureProj(uShadow2D, vec4(_30.xy, vClip4.z, _30.z)); FragColor = textureProj(uSampler1D, vClip2).x; FragColor = textureProj(uSampler2D, vClip3).x; FragColor = textureProj(uSampler3D, vClip4).x; }