#version 310 es
precision mediump float;
precision highp int;

layout(set = 0, binding = 2) uniform mediump texture2D uDepth;
layout(set = 0, binding = 0) uniform mediump samplerShadow uSampler;
layout(set = 0, binding = 1) uniform mediump sampler uSampler1;

layout(location = 0) out float FragColor;

float samp2(mediump texture2D t, mediump samplerShadow s)
{
    return texture(sampler2DShadow(t, s), vec3(vec3(1.0).xy, 1.0));
}

float samp3(mediump texture2D t, mediump sampler s)
{
    return texture(sampler2D(t, s), vec2(1.0)).x;
}

float samp(mediump texture2D t, mediump samplerShadow s, mediump sampler s1)
{
    float r0 = samp2(t, s);
    float r1 = samp3(t, s1);
    return r0 + r1;
}

void main()
{
    FragColor = samp(uDepth, uSampler, uSampler1);
}

