uniform sampler2D g_tex2D_Static; uniform sampler2D g_tex2D_Mut; uniform sampler2D g_tex2D_MutArr[2]; uniform sampler2D g_tex2D_Dyn; uniform sampler2D g_tex2D_DynArr[2]; uniform sampler2D g_tex2D_StaticArr[2]; uniform UniformBuff_Stat { vec4 g_f4Color0; }g_UniformBuff_Stat; uniform UniformBuff_Stat2 { vec4 g_f4Color01; }g_UniformBuff_Stat2; uniform UniformBuff_Mut { vec4 g_f4Color1; }g_UniformBuff_Mut; uniform UniformBuff_Dyn { vec4 g_f4Color2; }g_UniformBuff_Dyn; layout(rgba32f) uniform readonly image2D g_rwtex2D_Static; layout(rgba32f) uniform readonly image2D g_rwtex2D_Static2; layout(rgba32f) uniform readonly image2D g_rwtex2D_Mut; layout(rgba32f) uniform readonly image2D g_rwtex2D_Dyn; layout(std140) buffer g_rwBuff_Static { vec4 data[]; }rwBuff_Static; layout(std140) buffer g_rwBuff_Mut { vec4 data[]; }rwBuff_Mut; layout(std140) buffer g_rwBuff_Dyn { vec4 data[]; }rwBuff_Dyn; uniform samplerBuffer g_Buffer_Static; uniform samplerBuffer g_Buffer_StaticArr[2]; uniform usamplerBuffer g_Buffer_Mut; uniform samplerBuffer g_Buffer_MutArr[2]; uniform samplerBuffer g_Buffer_Dyn; uniform samplerBuffer g_Buffer_DynArr[2]; layout(location = 0) in vec4 f4Color; layout(location = 0) out vec4 out_Color; void main() { out_Color = f4Color; out_Color += textureLod(g_tex2D_Static, vec2(0.5,0.5), 0.0); out_Color += textureLod(g_tex2D_StaticArr[0], vec2(0.5,0.5), 0.0) + textureLod(g_tex2D_StaticArr[1], vec2(0.5,0.5), 0.0); out_Color += textureLod(g_tex2D_Mut, vec2(0.5,0.5), 0.0); out_Color += textureLod(g_tex2D_MutArr[0], vec2(0.5,0.5), 0.0) + textureLod(g_tex2D_MutArr[1], vec2(0.5,0.5), 0.0); out_Color += textureLod(g_tex2D_Dyn, vec2(0.5,0.5), 0.0); out_Color += textureLod(g_tex2D_DynArr[0], vec2(0.5,0.5), 0.0) + textureLod(g_tex2D_DynArr[1], vec2(0.5,0.5), 0.0); out_Color += g_UniformBuff_Stat.g_f4Color0 + g_UniformBuff_Stat2.g_f4Color01 + g_UniformBuff_Mut.g_f4Color1 + g_UniformBuff_Dyn.g_f4Color2; out_Color += imageLoad(g_rwtex2D_Static, ivec2(0,0)) + imageLoad(g_rwtex2D_Mut, ivec2(0,0)) + imageLoad(g_rwtex2D_Dyn, ivec2(0,0)) + imageLoad(g_rwtex2D_Static2, ivec2(0,0)); out_Color += rwBuff_Static.data[0] + rwBuff_Mut.data[0] + rwBuff_Dyn.data[0]; out_Color += texelFetch(g_Buffer_Static, 0); out_Color += texelFetch(g_Buffer_StaticArr[0], 0) + texelFetch(g_Buffer_StaticArr[1],0); out_Color += texelFetch(g_Buffer_Mut, 0); out_Color += texelFetch(g_Buffer_MutArr[0], 0) + texelFetch(g_Buffer_MutArr[1], 0); out_Color += texelFetch(g_Buffer_Dyn, 0); out_Color += texelFetch(g_Buffer_DynArr[0], 0) + texelFetch(g_Buffer_DynArr[1], 0); }