#version 450

layout(binding = 0) uniform sampler2D uSamp;
layout(binding = 1) uniform sampler2DShadow uSampShadow;

layout(location = 0) out vec4 FragColor;
layout(location = 0) in vec3 vUV;

void main()
{
    FragColor = textureGather(uSamp, vUV.xy, 0);
    FragColor += textureGather(uSamp, vUV.xy, 1);
    FragColor += textureGather(uSampShadow, vUV.xy, vUV.z);
}


#version 450

layout(binding = 0) uniform sampler2D uSamp;
layout(binding = 1) uniform sampler2DShadow uSampShadow;

layout(location = 0) out vec4 FragColor;
layout(location = 0) in vec3 vUV;

void main()
{
    FragColor = textureGather(uSamp, vUV.xy);
    FragColor += textureGather(uSamp, vUV.xy, 1);
    FragColor += textureGather(uSampShadow, vUV.xy, vUV.z);
}


Update texture gather test result.
Update texture gather test result.
