#version 450 layout(binding = 0) uniform texture1DArray uTex; layout(binding = 1) uniform samplerShadow uShadow; layout(location = 0) in vec3 vUV; layout(location = 0) out float FragColor; void main() { FragColor = texture(sampler1DArrayShadow(uTex, uShadow), vUV, 1.0); }