#version 450

layout(set = 0, binding = 0) uniform sampler2D uSamp;
layout(set = 0, binding = 1) uniform texture2D uT;
layout(set = 0, binding = 2) uniform sampler uS;

layout(location = 0) out vec4 FragColor;

vec4 samp(sampler2D uSamp_1)
{
    return texture(uSamp_1, vec2(0.5));
}

vec4 samp(texture2D T, sampler S)
{
    return texture(sampler2D(T, S), vec2(0.5));
}

void main()
{
    FragColor = samp(uSamp) + samp(uT, uS);
}

