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