2018-04-23 10:28:05 +00:00
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#version 310 es
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precision mediump float;
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precision highp int;
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layout(set = 0, binding = 1) uniform mediump texture2D uTexture[4];
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layout(set = 0, binding = 0) uniform mediump sampler uSampler;
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layout(set = 0, binding = 4) uniform mediump texture2DArray uTextureArray[4];
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layout(set = 0, binding = 3) uniform mediump textureCube uTextureCube[4];
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layout(set = 0, binding = 2) uniform mediump texture3D uTexture3D[4];
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layout(location = 0) in vec2 vTex;
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layout(location = 1) in vec3 vTex3;
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layout(location = 0) out vec4 FragColor;
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void main()
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{
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2020-07-23 03:03:11 +00:00
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vec2 _95 = (vTex + (vec2(1.0) / vec2(textureSize(sampler2D(uTexture[1], uSampler), 0)))) + (vec2(1.0) / vec2(textureSize(sampler2D(uTexture[2], uSampler), 1)));
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FragColor = ((((texture(sampler2D(uTexture[2], uSampler), _95) + texture(sampler2D(uTexture[1], uSampler), _95)) + texture(sampler2D(uTexture[1], uSampler), _95)) + texture(sampler2DArray(uTextureArray[3], uSampler), vTex3)) + texture(samplerCube(uTextureCube[1], uSampler), vTex3)) + texture(sampler3D(uTexture3D[2], uSampler), vTex3);
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2018-04-23 10:28:05 +00:00
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}
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