#version 450 uniform sampler2DArrayShadow SPIRV_Cross_CombinedShadowMapShadowSamplerPCF; layout(location = 0) in vec2 texCoords; layout(location = 1) in float cascadeIndex; layout(location = 2) in float fragDepth; layout(location = 0) out vec4 _entryPointOutput; vec4 _main(vec2 texCoords_1, float cascadeIndex_1, float fragDepth_1) { vec4 _39 = vec4(vec3(texCoords_1, cascadeIndex_1), fragDepth_1); float c = textureGrad(SPIRV_Cross_CombinedShadowMapShadowSamplerPCF, vec4(_39.xyz, _39.w), vec2(0.0), vec2(0.0)); return vec4(c, c, c, c); } void main() { vec2 texCoords_1 = texCoords; float cascadeIndex_1 = cascadeIndex; float fragDepth_1 = fragDepth; vec2 param = texCoords_1; float param_1 = cascadeIndex_1; float param_2 = fragDepth_1; _entryPointOutput = _main(param, param_1, param_2); }