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