#version 310 es precision mediump float; precision highp int; uniform mediump sampler2D SPIRV_Cross_CombineduTextureuSampler[4]; uniform mediump sampler2DArray SPIRV_Cross_CombineduTextureArrayuSampler[4]; uniform mediump samplerCube SPIRV_Cross_CombineduTextureCubeuSampler[4]; uniform mediump sampler3D SPIRV_Cross_CombineduTexture3DuSampler[4]; layout(location = 0) in vec2 vTex; layout(location = 1) in vec3 vTex3; layout(location = 0) out vec4 FragColor; void main() { highp vec2 _76 = vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler[1], 0)); vec2 mp_copy_76 = _76; highp vec2 _86 = vec2(1.0) / vec2(textureSize(SPIRV_Cross_CombineduTextureuSampler[2], 1)); vec2 mp_copy_86 = _86; vec2 _95 = (vTex + mp_copy_76) + mp_copy_86; FragColor = ((((texture(SPIRV_Cross_CombineduTextureuSampler[2], _95) + texture(SPIRV_Cross_CombineduTextureuSampler[1], _95)) + texture(SPIRV_Cross_CombineduTextureuSampler[1], _95)) + texture(SPIRV_Cross_CombineduTextureArrayuSampler[3], vTex3)) + texture(SPIRV_Cross_CombineduTextureCubeuSampler[1], vTex3)) + texture(SPIRV_Cross_CombineduTexture3DuSampler[2], vTex3); }