#version 310 es precision mediump float; layout(set = 0, binding = 0) uniform mediump sampler uSampler; layout(set = 0, binding = 1) uniform mediump texture2D uTexture; layout(set = 0, binding = 2) uniform mediump texture3D uTexture3D; layout(set = 0, binding = 3) uniform mediump textureCube uTextureCube; layout(set = 0, binding = 4) uniform mediump texture2DArray uTextureArray; layout(location = 0) out vec4 FragColor; layout(location = 0) in vec2 vTex; layout(location = 1) in vec3 vTex3; void main() { vec2 off = 1.0 / vec2(textureSize(uTexture, 0)); vec2 off2 = 1.0 / vec2(textureSize(sampler2D(uTexture, uSampler), 1)); FragColor = texture(sampler2D(uTexture, uSampler), vTex + off + off2) + texture(sampler2DArray(uTextureArray, uSampler), vTex3) + texture(samplerCube(uTextureCube, uSampler), vTex3) + texture(sampler3D(uTexture3D, uSampler), vTex3); }