#version 310 es precision mediump float; precision highp int; layout(set = 0, binding = 1) uniform mediump texture2D uTexture[4]; layout(set = 0, binding = 0) uniform mediump sampler uSampler; layout(set = 0, binding = 4) uniform mediump texture2DArray uTextureArray[4]; layout(set = 0, binding = 3) uniform mediump textureCube uTextureCube[4]; layout(set = 0, binding = 2) uniform mediump texture3D uTexture3D[4]; layout(location = 0) in vec2 vTex; layout(location = 1) in vec3 vTex3; layout(location = 0) out vec4 FragColor; void main() { highp vec2 _76 = vec2(1.0) / vec2(textureSize(sampler2D(uTexture[1], uSampler), 0)); vec2 mp_copy_76 = _76; highp vec2 _86 = vec2(1.0) / vec2(textureSize(sampler2D(uTexture[2], uSampler), 1)); vec2 mp_copy_86 = _86; vec2 _95 = (vTex + mp_copy_76) + mp_copy_86; FragColor = ((((texture(sampler2D(uTexture[2], uSampler), _95) + texture(sampler2D(uTexture[1], uSampler), _95)) + texture(sampler2D(uTexture[1], uSampler), _95)) + texture(sampler2DArray(uTextureArray[3], uSampler), vTex3)) + texture(samplerCube(uTextureCube[1], uSampler), vTex3)) + texture(sampler3D(uTexture3D[2], uSampler), vTex3); }