38 lines
935 B
GLSL
38 lines
935 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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int _93;
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void main()
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{
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int _9;
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int _76;
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int _93;
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int _74;
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int _72;
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vec4 values3[2 * 3 * 1];
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int _96;
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int _97;
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for (int _92 = 0, _94 = _93, _95 = _93; _92 < 2; _76 = _92 + 1, _92 = _76, _94 = _96, _95 = _97)
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{
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_96 = 0;
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_97 = _95;
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int _98;
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for (; _96 < 3; _74 = _96 + 1, _96 = _74, _97 = _98)
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{
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_98 = 0;
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for (; _98 < 1; _72 = _98 + 1, _98 = _72)
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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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}
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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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