#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; int _93; void main() { int _9; int _76; int _93; int _74; int _72; vec4 values3[2 * 3 * 1]; int _96; int _97; for (int _92 = 0, _94 = _93, _95 = _93; _92 < 2; _76 = _92 + 1, _92 = _76, _94 = _96, _95 = _97) { _96 = 0; _97 = _95; int _98; for (; _96 < 3; _74 = _96 + 1, _96 = _74, _97 = _98) { _98 = 0; for (; _98 < 1; _72 = _98 + 1, _98 = _72) { values3[_92 * 3 * 1 + _96 * 1 + _98] = texture(uTextures[_92 * 3 * 1 + _96 * 1 + _98], vUV); } } } FragColor = ((values3[1 * 3 * 1 + 2 * 1 + 0]) + (values3[0 * 3 * 1 + 2 * 1 + 0])) + (values3[(vIndex + 1) * 3 * 1 + 2 * 1 + vIndex]); }