19 lines
485 B
GLSL
19 lines
485 B
GLSL
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#version 450
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layout(location = 0) out vec4 FragColor;
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layout(binding = 0) uniform sampler2D uTextures[2][3][1];
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layout(location = 0) flat in int vIndex;
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layout(location = 1) in vec2 vUV;
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void main()
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{
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vec4 values3[2][3][1];
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for (int z = 0; z < 2; z++)
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for (int y = 0; y < 3; y++)
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for (int x = 0; x < 1; x++)
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values3[z][y][x] = texture(uTextures[z][y][x], vUV);
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FragColor = values3[1][2][0] + values3[0][2][0] + values3[vIndex + 1][2][vIndex];
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}
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