15 lines
401 B
GLSL
15 lines
401 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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void main()
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{
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FragColor = texture(SPIRV_Cross_CombineduDepthuSampler, vec3(vec3(1.0).xy, 1.0)) + texture(SPIRV_Cross_CombineduDepthuSampler1, vec2(1.0)).x;
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}
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