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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);
}