#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;

void main()
{
    FragColor = texture(sampler2DShadow(uDepth, uSampler), vec3(vec3(1.0).xy, 1.0)) + texture(sampler2D(uDepth, uSampler1), vec2(1.0)).x;
}

