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20 lines
369 B
GLSL
20 lines
369 B
GLSL
#version 440
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layout(location = 0) in vec2 v_texcoord;
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layout(location = 0) out vec4 fragColor;
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layout(std140, binding = 0) uniform buf {
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mat4 mvp;
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int flip;
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int array_index;
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};
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layout(binding = 1) uniform sampler2DArray texArr;
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void main()
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{
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vec4 c = texture(texArr, vec3(v_texcoord, float(array_index)));
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fragColor = vec4(c.rgb * c.a, c.a);
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}
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