32 lines
828 B
GLSL
32 lines
828 B
GLSL
#version 310 es
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precision mediump float;
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precision highp int;
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uniform mediump sampler2DShadow SPIRV_Cross_CombineduDepthuSampler;
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uniform mediump sampler2D SPIRV_Cross_CombineduDepthuSampler1;
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layout(location = 0) out float FragColor;
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float samp2(mediump sampler2DShadow SPIRV_Cross_Combinedts)
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{
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return texture(SPIRV_Cross_Combinedts, vec3(vec3(1.0).xy, vec3(1.0).z));
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}
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float samp3(mediump sampler2D SPIRV_Cross_Combinedts)
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{
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return texture(SPIRV_Cross_Combinedts, vec2(1.0)).x;
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}
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float samp(mediump sampler2DShadow SPIRV_Cross_Combinedts, mediump sampler2D SPIRV_Cross_Combinedts1)
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{
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float r0 = samp2(SPIRV_Cross_Combinedts);
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float r1 = samp3(SPIRV_Cross_Combinedts1);
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return r0 + r1;
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}
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void main()
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{
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FragColor = samp(SPIRV_Cross_CombineduDepthuSampler, SPIRV_Cross_CombineduDepthuSampler1);
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}
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