#version 450 layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 0) uniform sampler2D uSamp; layout(set = 0, binding = 1) uniform sampler2DShadow uSampShadow; layout(location = 0) in vec3 vUV; void main() { FragColor = textureGather(uSamp, vUV.xy, 0); FragColor += textureGather(uSamp, vUV.xy, 1); FragColor += textureGather(uSampShadow, vUV.xy, vUV.z); }