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