Add samuncle way to sample texture slot
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@ -1,19 +1,3 @@
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#ifdef Use_Bindless_Texture
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flat in sampler2D tex_layer_0;
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flat in sampler2D tex_layer_2;
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#else
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// spm layer 1 texture
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uniform sampler2D tex_layer_0;
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// gloss map
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uniform sampler2D tex_layer_2;
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#endif
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#ifdef Use_Array_Texture
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uniform sampler2DArray tex_array;
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flat in float array_0;
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flat in float array_2;
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#endif
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flat in float hue_change;
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in vec3 normal;
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@ -25,15 +9,11 @@ layout(location = 2) out vec2 o_gloss_map;
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#stk_include "utils/encode_normal.frag"
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#stk_include "utils/rgb_conversion.frag"
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#stk_include "utils/sp_texture_sampling.frag"
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void main(void)
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{
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#ifdef Use_Array_Texture
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vec4 col = texture(tex_array, vec3(uv, array_0));
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#else
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vec4 col = texture(tex_layer_0, uv);
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#endif
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vec4 col = sampleTextureSlot0(uv);
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if (col.a < 0.5)
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{
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discard;
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@ -57,16 +37,8 @@ void main(void)
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#endif
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o_diffuse_color = vec4(final_color, 1.0);
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#if defined(Advanced_Lighting_Enabled)
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#ifdef Use_Array_Texture
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vec4 layer_2 = texture(tex_array, vec3(uv, array_2));
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#else
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vec4 layer_2 = texture(tex_layer_2, uv);
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#endif
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vec4 layer_2 = sampleTextureSlot2(uv);
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o_normal_depth.xy = 0.5 * EncodeNormal(normalize(normal)) + 0.5;
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o_normal_depth.z = layer_2.x;
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o_gloss_map = 0.1 * layer_2.yz;
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#endif
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}
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@ -1,24 +1,3 @@
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#ifdef Use_Bindless_Texture
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flat in sampler2D tex_layer_0;
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flat in sampler2D tex_layer_2;
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flat in sampler2D tex_layer_3;
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#else
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// spm layer 1 texture
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uniform sampler2D tex_layer_0;
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// gloss map
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uniform sampler2D tex_layer_2;
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// normal map
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uniform sampler2D tex_layer_3;
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#endif
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#ifdef Use_Array_Texture
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uniform sampler2DArray tex_array;
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flat in float array_0;
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flat in float array_2;
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flat in float array_3;
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#endif
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flat in float hue_change;
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in vec4 color;
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@ -33,15 +12,11 @@ layout(location = 2) out vec2 o_gloss_map;
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#stk_include "utils/encode_normal.frag"
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#stk_include "utils/rgb_conversion.frag"
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#stk_include "utils/sp_texture_sampling.frag"
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void main()
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{
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#ifdef Use_Array_Texture
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vec4 col = texture(tex_array, vec3(uv, array_0));
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#else
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vec4 col = texture(tex_layer_0, uv);
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#endif
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vec4 col = sampleTextureSlot0(uv);
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if (hue_change > 0.0)
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{
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float mask = col.a;
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@ -68,13 +43,7 @@ void main()
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#endif
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o_diffuse_color = vec4(final_color, 1.0);
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#if defined(Advanced_Lighting_Enabled)
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#ifdef Use_Array_Texture
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vec4 layer_3 = texture(tex_array, vec3(uv, array_3));
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#else
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vec4 layer_3 = texture(tex_layer_3, uv);
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#endif
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vec4 layer_3 = sampleTextureSlot3(uv);
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vec3 tangent_space_normal = 2.0 * layer_3.xyz - 1.0;
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vec3 frag_tangent = normalize(tangent);
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vec3 frag_bitangent = normalize(bitangent);
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@ -82,15 +51,8 @@ void main()
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mat3 t_b_n = mat3(frag_tangent, frag_bitangent, frag_normal);
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vec3 world_normal = t_b_n * tangent_space_normal;
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#ifdef Use_Array_Texture
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vec4 layer_2 = texture(tex_array, vec3(uv, array_2));
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#else
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vec4 layer_2 = texture(tex_layer_2, uv);
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#endif
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vec4 layer_2 = sampleTextureSlot2(uv);
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o_normal_depth.xy = 0.5 * EncodeNormal(normalize(world_normal)) + 0.5;
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o_normal_depth.z = layer_2.x;
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o_gloss_map = layer_2.yz;
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#endif
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}
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@ -1,19 +1,3 @@
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#ifdef Use_Bindless_Texture
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flat in sampler2D tex_layer_0;
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flat in sampler2D tex_layer_2;
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#else
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// spm layer 1 texture
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uniform sampler2D tex_layer_0;
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// gloss map
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uniform sampler2D tex_layer_2;
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#endif
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#ifdef Use_Array_Texture
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uniform sampler2DArray tex_array;
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flat in float array_0;
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flat in float array_2;
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#endif
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flat in float hue_change;
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in vec4 color;
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@ -26,15 +10,11 @@ layout(location = 2) out vec2 o_gloss_map;
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#stk_include "utils/encode_normal.frag"
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#stk_include "utils/rgb_conversion.frag"
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#stk_include "utils/sp_texture_sampling.frag"
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void main(void)
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{
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#ifdef Use_Array_Texture
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vec4 col = texture(tex_array, vec3(uv, array_0));
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#else
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vec4 col = texture(tex_layer_0, uv);
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#endif
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vec4 col = sampleTextureSlot0(uv);
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if (hue_change > 0.0)
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{
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float mask = col.a;
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@ -61,16 +41,8 @@ void main(void)
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#endif
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o_diffuse_color = vec4(final_color, 1.0);
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#if defined(Advanced_Lighting_Enabled)
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#ifdef Use_Array_Texture
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vec4 layer_2 = texture(tex_array, vec3(uv, array_2));
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#else
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vec4 layer_2 = texture(tex_layer_2, uv);
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#endif
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vec4 layer_2 = sampleTextureSlot2(uv);
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o_normal_depth.xy = 0.5 * EncodeNormal(normalize(normal)) + 0.5;
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o_normal_depth.z = layer_2.x;
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o_gloss_map = layer_2.yz;
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#endif
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}
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78
data/shaders/utils/sp_texture_sampling.frag
Normal file
78
data/shaders/utils/sp_texture_sampling.frag
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@ -0,0 +1,78 @@
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// Wrapper to allow easy sampling for material texture slots
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#if defined(Use_Array_Texture)
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flat in float array_0;
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flat in float array_1;
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flat in float array_2;
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flat in float array_3;
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flat in float array_4;
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flat in float array_5;
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uniform sampler2DArray tex_array;
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#elif defined(Use_Bindless_Texture)
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flat in sampler2D tex_layer_0;
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flat in sampler2D tex_layer_1;
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flat in sampler2D tex_layer_2;
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flat in sampler2D tex_layer_3;
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flat in sampler2D tex_layer_4;
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flat in sampler2D tex_layer_5;
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#else
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uniform sampler2D tex_layer_0;
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uniform sampler2D tex_layer_1;
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uniform sampler2D tex_layer_2;
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uniform sampler2D tex_layer_3;
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uniform sampler2D tex_layer_4;
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uniform sampler2D tex_layer_5;
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#endif
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vec4 sampleTextureSlot0(vec2 uv)
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{
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#ifdef Use_Array_Texture
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return texture(tex_array, vec3(uv, array_0));
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#else
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return texture(tex_layer_0, uv);
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#endif
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}
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vec4 sampleTextureSlot1(vec2 uv)
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{
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#ifdef Use_Array_Texture
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return texture(tex_array, vec3(uv, array_1));
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#else
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return texture(tex_layer_1, uv);
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#endif
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}
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vec4 sampleTextureSlot2(vec2 uv)
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{
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#ifdef Use_Array_Texture
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return texture(tex_array, vec3(uv, array_2));
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#else
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return texture(tex_layer_2, uv);
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#endif
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}
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vec4 sampleTextureSlot3(vec2 uv)
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{
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#ifdef Use_Array_Texture
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return texture(tex_array, vec3(uv, array_3));
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#else
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return texture(tex_layer_3, uv);
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#endif
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}
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vec4 sampleTextureSlot4(vec2 uv)
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{
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#ifdef Use_Array_Texture
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return texture(tex_array, vec3(uv, array_4));
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#else
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return texture(tex_layer_4, uv);
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#endif
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}
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vec4 sampleTextureSlot5(vec2 uv)
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{
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#ifdef Use_Array_Texture
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return texture(tex_array, vec3(uv, array_5));
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#else
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return texture(tex_layer_5, uv);
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#endif
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}
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