#version 450 uniform samplerCubeShadow SPIRV_Cross_CombinedpointLightShadowMapshadowSamplerPCF; layout(location = 0) out float _entryPointOutput; float _main() { vec4 _33 = vec4(vec3(0.100000001490116119384765625), 0.5); return textureGrad(SPIRV_Cross_CombinedpointLightShadowMapshadowSamplerPCF, vec4(_33.xyz, _33.w), vec3(0.0), vec3(0.0)); } void main() { _entryPointOutput = _main(); }