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

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

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

void main()
{
    highp vec2 _54 = vec2(1.0) / vec2(textureSize(sampler2D(uTexture, uSampler), 0));
    vec2 mp_copy_54 = _54;
    highp vec2 _64 = vec2(1.0) / vec2(textureSize(sampler2D(uTexture, uSampler), 1));
    vec2 mp_copy_64 = _64;
    vec2 _73 = (vTex + mp_copy_54) + mp_copy_64;
    FragColor = (((texture(sampler2D(uTexture, uSampler), _73) + texture(sampler2D(uTexture, uSampler), _73)) + texture(sampler2DArray(uTextureArray, uSampler), vTex3)) + texture(samplerCube(uTextureCube, uSampler), vTex3)) + texture(sampler3D(uTexture3D, uSampler), vTex3);
}

