#version 450 layout(location = 0) out vec4 FragColor; layout(binding = 0) uniform sampler2D uSamp; layout(binding = 1) uniform texture2D uT; layout(binding = 2) uniform sampler uS; vec4 samp(sampler2D uSamp) { return texture(uSamp, vec2(0.5)); } vec4 samp(texture2D T, sampler S) { return texture(sampler2D(T, S), vec2(0.5)); } void main() { FragColor = samp(uSamp) + samp(uT, uS); }