#version 450 layout(binding = 0) uniform sampler2D uSampler; layout(location = 0) out vec4 FragColor; layout(location = 0) in vec4 vInput; void main() { FragColor = vInput; vec4 _23 = texture(uSampler, vInput.xy); vec4 _26 = dFdx(vInput); vec4 _29 = dFdy(vInput); vec4 _32 = fwidth(vInput); vec4 _35 = dFdxCoarse(vInput); vec4 _38 = dFdyCoarse(vInput); vec4 _41 = fwidthCoarse(vInput); vec4 _44 = dFdxFine(vInput); vec4 _47 = dFdyFine(vInput); vec4 _50 = fwidthFine(vInput); vec2 _56 = textureQueryLod(uSampler, vInput.zw); if (vInput.y > 10.0) { FragColor += _23; FragColor += _26; FragColor += _29; FragColor += _32; FragColor += _35; FragColor += _38; FragColor += _41; FragColor += _44; FragColor += _47; FragColor += _50; FragColor += _56.xyxy; } }