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