#version 450 layout(binding = 0) uniform sampler2D uTextures[2 * 3 * 1]; layout(location = 1) in vec2 vUV; layout(location = 0) out vec4 FragColor; layout(location = 0) flat in int vIndex; void main() { int _92; _92 = 0; vec4 values3[2 * 3 * 1]; for (; _92 < 2; _92++) { int _96; _96 = 0; for (; _96 < 3; _96++) { for (int _98 = 0; _98 < 1; ) { values3[_92 * 3 * 1 + _96 * 1 + _98] = texture(uTextures[_92 * 3 * 1 + _96 * 1 + _98], vUV); _98++; continue; } } } FragColor = ((values3[1 * 3 * 1 + 2 * 1 + 0]) + (values3[0 * 3 * 1 + 2 * 1 + 0])) + (values3[(vIndex + 1) * 3 * 1 + 2 * 1 + vIndex]); }