#version 310 es precision mediump float; precision highp int; uniform mediump sampler2D SPIRV_Cross_CombineduTextureuSampler; uniform mediump sampler2DArray SPIRV_Cross_CombineduTextureArrayuSampler; uniform mediump samplerCube SPIRV_Cross_CombineduTextureCubeuSampler; uniform mediump sampler3D SPIRV_Cross_CombineduTexture3DuSampler; layout(location = 0) in vec2 vTex; layout(location = 1) in vec3 vTex3; layout(location = 0) out vec4 FragColor; vec4 sample_func(vec2 uv, mediump sampler2D SPIRV_Cross_CombineduTexturesamp) { return texture(SPIRV_Cross_CombineduTexturesamp, uv); } vec4 sample_func_dual(vec2 uv, mediump sampler2D SPIRV_Cross_Combinedtexsamp) { return texture(SPIRV_Cross_Combinedtexsamp, uv); } void main() { vec2 off = vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler, 0)); vec2 off2 = vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler, 1)); highp vec2 param = (vTex + off) + off2; vec4 c0 = sample_func(param, SPIRV_Cross_CombineduTextureuSampler); highp vec2 param_1 = (vTex + off) + off2; vec4 c1 = sample_func_dual(param_1, SPIRV_Cross_CombineduTextureuSampler); vec4 c2 = texture(SPIRV_Cross_CombineduTextureArrayuSampler, vTex3); vec4 c3 = texture(SPIRV_Cross_CombineduTextureCubeuSampler, vTex3); vec4 c4 = texture(SPIRV_Cross_CombineduTexture3DuSampler, vTex3); FragColor = (((c0 + c1) + c2) + c3) + c4; }