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Seele/res/shaders/fragment.glsl
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#version 450
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#extension GL_EXT_nonuniform_qualifier : require
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layout(row_major) uniform;
layout(row_major) buffer;
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#line 18 0
layout(binding = 1, set = 1)
uniform texture2D glyphTextures_0[];
#line 14
layout(binding = 1)
uniform sampler glyphSampler_0;
#line 14
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layout(location = 0)
out vec4 _S1;
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#line 62
layout(location = 0)
in vec2 _S2;
#line 62
flat layout(location = 1)
in uint _S3;
#line 62
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void main()
{
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#line 68
vec4 _S4 = (texture(sampler2D(glyphTextures_0[_S3],glyphSampler_0), (_S2)));
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#line 68
_S1 = _S4;
#line 68
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return;
}