#version 460 #extension GL_EXT_shader_tile_image : require precision mediump int; precision highp float; layout(location=0) tileImageEXT highp attachmentEXT in_color[2]; layout(location=1) tileImageEXT highp attachmentEXT in_color_1; layout(location=1) out highp vec4 out_color; void main(void) { out_color = colorAttachmentReadEXT(in_color[0]); out_color += colorAttachmentReadEXT(in_color_1); }