#version 310 es precision mediump float; precision highp int; uniform mediump sampler2DShadow SPIRV_Cross_CombineduDepthuSampler; uniform mediump sampler2D SPIRV_Cross_CombineduDepthuSampler1; layout(location = 0) out float FragColor; void main() { FragColor = texture(SPIRV_Cross_CombineduDepthuSampler, vec3(vec3(1.0).xy, 1.0)) + texture(SPIRV_Cross_CombineduDepthuSampler1, vec2(1.0)).x; }