#version 310 es precision mediump float; layout(set = 0, binding = 0) uniform mediump sampler2D uSampler; layout(set = 0, binding = 1) uniform mediump sampler2DShadow uSamplerShadow; layout(location = 0) out float FragColor; vec4 samp2(sampler2D s) { return texture(s, vec2(1.0)) + texelFetch(s, ivec2(10), 0); } vec4 samp3(sampler2D s) { return samp2(s); } float samp4(mediump sampler2DShadow s) { return texture(s, vec3(1.0)); } float samp(sampler2D s0, mediump sampler2DShadow s1) { return samp3(s0).x + samp4(s1); } void main() { FragColor = samp(uSampler, uSamplerShadow); }