#version 450 uniform sampler2D SPIRV_Cross_Combinedg_Textureg_Sampler; uniform sampler2DShadow SPIRV_Cross_Combinedg_Textureg_CompareSampler; layout(location = 0) in vec2 in_var_TEXCOORD0; layout(location = 0) out float out_var_SV_Target; void main() { out_var_SV_Target = texture(SPIRV_Cross_Combinedg_Textureg_Sampler, in_var_TEXCOORD0).x + textureLod(SPIRV_Cross_Combinedg_Textureg_CompareSampler, vec3(in_var_TEXCOORD0, 0.5), 0.0); }