#version 310 es precision mediump float; precision highp int; layout(set = 0, binding = 2) uniform mediump texture2D uDepth; layout(set = 0, binding = 0) uniform mediump samplerShadow uSampler; layout(set = 0, binding = 1) uniform mediump sampler uSampler1; layout(location = 0) out float FragColor; void main() { FragColor = texture(sampler2DShadow(uDepth, uSampler), vec3(vec3(1.0).xy, 1.0)) + texture(sampler2D(uDepth, uSampler1), vec2(1.0)).x; }