#version 450

layout(set = 0, binding = 0) uniform sampler2DShadow uShadow;
layout(set = 0, binding = 1) uniform texture2D uTexture;
layout(set = 0, binding = 2) uniform samplerShadow uSampler;

layout(location = 0) in vec3 vUV;
layout(location = 0) out float FragColor;

void main()
{
    FragColor = texture(uShadow, vec3(vUV.xy, vUV.z)) + texture(sampler2DShadow(uTexture, uSampler), vec3(vUV.xy, vUV.z));
}

