| |
| out vec4 sk_FragColor; |
| layout (binding = 1, set = 0) uniform readonlyTexture2D aTexture; |
| layout (binding = 2, set = 0) uniform sampler2D aSampledTexture; |
| layout (binding = 3, set = 0) uniform sampler2D aSecondSampledTexture; |
| layout (location = 1) in vec2 c; |
| vec4 helpers_helper_h4ZT(sampler2D s, readonlyTexture2D t) { |
| return texture(s, c); |
| } |
| vec4 helper_h4TZ(readonlyTexture2D t, sampler2D s) { |
| return helpers_helper_h4ZT(s, t); |
| } |
| void main() { |
| sk_FragColor = helper_h4TZ(aTexture, aSampledTexture); |
| sk_FragColor = helper_h4TZ(aTexture, aSecondSampledTexture); |
| sk_FragColor = helper_h4TZ(aTexture, aSampledTexture); |
| } |