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#version 450
layout (location = 0) in float fragLight;
layout (location = 1) in vec2 fragUv;
layout (location = 2) in flat int fragTex;
layout (location = 0) out vec4 outColor;
layout (binding = 1) uniform sampler2D texSampler[3];
void main() {
outColor = texture(texSampler[fragTex], fragUv) + fragLight;
}
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