#version 450 layout(location = 0) out vec2 FragColor; layout(set = 0, binding = 0) uniform sampler2D uSampler2D; layout(set = 0, binding = 1) uniform sampler3D uSampler3D; layout(set = 0, binding = 2) uniform samplerCube uSamplerCube; layout(set = 0, binding = 3) uniform sampler uSampler; layout(set = 0, binding = 4) uniform texture2D uTexture2D; layout(set = 0, binding = 5) uniform texture3D uTexture3D; layout(set = 0, binding = 6) uniform textureCube uTextureCube; layout(location = 0) in vec3 vUV; void from_function() { FragColor += textureQueryLod(uSampler2D, vUV.xy); FragColor += textureQueryLod(uSampler3D, vUV); FragColor += textureQueryLod(uSamplerCube, vUV); FragColor += textureQueryLod(sampler2D(uTexture2D, uSampler), vUV.xy); FragColor += textureQueryLod(sampler3D(uTexture3D, uSampler), vUV); FragColor += textureQueryLod(samplerCube(uTextureCube, uSampler), vUV); } void main() { FragColor = vec2(0.0); FragColor += textureQueryLod(uSampler2D, vUV.xy); FragColor += textureQueryLod(uSampler3D, vUV); FragColor += textureQueryLod(uSamplerCube, vUV); FragColor += textureQueryLod(sampler2D(uTexture2D, uSampler), vUV.xy); FragColor += textureQueryLod(sampler3D(uTexture3D, uSampler), vUV); FragColor += textureQueryLod(samplerCube(uTextureCube, uSampler), vUV); from_function(); }