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

layout(set = 0, binding = 1) uniform mediump texture2D uTexture[4];
layout(set = 0, binding = 0) uniform mediump sampler uSampler;
layout(set = 0, binding = 4) uniform mediump texture2DArray uTextureArray[4];
layout(set = 0, binding = 3) uniform mediump textureCube uTextureCube[4];
layout(set = 0, binding = 2) uniform mediump texture3D uTexture3D[4];

layout(location = 0) in vec2 vTex;
layout(location = 1) in vec3 vTex3;
layout(location = 0) out vec4 FragColor;

void main()
{
    highp vec2 _76 = vec2(1.0) / vec2(textureSize(sampler2D(uTexture[1], uSampler), 0));
    vec2 mp_copy_76 = _76;
    highp vec2 _86 = vec2(1.0) / vec2(textureSize(sampler2D(uTexture[2], uSampler), 1));
    vec2 mp_copy_86 = _86;
    vec2 _95 = (vTex + mp_copy_76) + mp_copy_86;
    FragColor = ((((texture(sampler2D(uTexture[2], uSampler), _95) + texture(sampler2D(uTexture[1], uSampler), _95)) + texture(sampler2D(uTexture[1], uSampler), _95)) + texture(sampler2DArray(uTextureArray[3], uSampler), vTex3)) + texture(samplerCube(uTextureCube[1], uSampler), vTex3)) + texture(sampler3D(uTexture3D[2], uSampler), vTex3);
}

