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16 lines
380 B
GLSL
16 lines
380 B
GLSL
#version 300 es
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precision highp float;
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precision highp sampler2DArray;
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in vec4 v_texCoord;
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out vec4 outColor;
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uniform sampler2DArray u_sampler;
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void main() {
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vec4 texColor = texture(u_sampler, v_texCoord.xyz);
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outColor = vec4(texColor.rgb, texColor.a * v_texCoord.a);
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// outColor = vec4(texColor.a * 0.001, v_texCoord.x * 6.0, v_texCoord.y * 0.0, v_texCoord.a);
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}
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