#version 310 es precision mediump float; precision mediump int; layout(binding = 0) uniform mediump sampler2D texM; layout(binding = 1) uniform highp sampler2D texH; layout(binding = 0, rgba32f) uniform readonly mediump image2D imageM; layout(binding = 1, rgba32f) uniform readonly highp image2D imageH; layout(location = 0) in highp vec4 vertex; layout(location = 1) flat in highp ivec2 coord; layout(location = 0) out vec4 fragColor; void main() { vec4 v; v = texture(texM, vertex.xy); v = texture(texH, vertex.xy); v = textureLod(texM, vertex.xy, vertex.z); v = textureLod(texH, vertex.xy, vertex.z); v = textureProj(texM, vertex.xyz); v = textureProj(texH, vertex.xyz); v = imageLoad(imageM, coord); v = imageLoad(imageH, coord); }