#version 450 layout(binding = 0) uniform sampler2D uSamp; uniform sampler2D SPIRV_Cross_CombineduTuS; layout(location = 0) out vec4 FragColor; void main() { FragColor = texture(uSamp, vec2(0.5)) + texture(SPIRV_Cross_CombineduTuS, vec2(0.5)); }