31 lines
753 B
GLSL
31 lines
753 B
GLSL
#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 _93;
|
|
_93 = 0;
|
|
for (; _93 < 3; _93++)
|
|
{
|
|
for (int _95 = 0; _95 < 1; )
|
|
{
|
|
values3[_92 * 3 * 1 + _93 * 1 + _95] = texture(uTextures[_92 * 3 * 1 + _93 * 1 + _95], vUV);
|
|
_95++;
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
FragColor = ((values3[1 * 3 * 1 + 2 * 1 + 0]) + (values3[0 * 3 * 1 + 2 * 1 + 0])) + (values3[(vIndex + 1) * 3 * 1 + 2 * 1 + vIndex]);
|
|
}
|
|
|