| out vec4 sk_FragColor; | |
| layout (binding = 1, set = 0) uniform texture2D aTexture; | |
| layout (binding = 2, set = 0) uniform sampler2D aSampledTexture; | |
| layout (location = 1) in vec2 c; | |
| vec4 helpers_helper_h4ZT(sampler2D s, texture2D t) { | |
| return texture(s, c); | |
| } | |
| vec4 helper_h4TZ(texture2D t, sampler2D s) { | |
| return helpers_helper_h4ZT(s, t); | |
| } | |
| void main() { | |
| sk_FragColor = helper_h4TZ(aTexture, aSampledTexture); | |
| } |