Use uvec2 instead of sampler2D
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@ -2,14 +2,14 @@ layout(triangles) in;
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layout(triangle_strip, max_vertices=3) out;
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#ifdef GL_ARB_bindless_texture
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flat in sampler2D hdle[3];
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flat in uvec2 hdle[3];
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#endif
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in vec2 tc[3];
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in int layerId[3];
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out vec2 uv;
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#ifdef GL_ARB_bindless_texture
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out flat sampler2D handle;
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out flat uvec2 handle;
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#endif
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void main(void)
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@ -3,7 +3,7 @@ uniform sampler2D tex;
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#endif
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#ifdef GL_ARB_bindless_texture
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flat in sampler2D handle;
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flat in uvec2 handle;
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#endif
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in vec2 uv;
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in vec4 color;
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@ -12,7 +12,7 @@ out vec4 FragColor;
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void main(void)
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{
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#ifdef GL_ARB_bindless_texture
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vec4 col = texture(handle, uv);
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vec4 col = texture(sampler2D(handle), uv);
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#else
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vec4 col = texture(tex, uv);
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#endif
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@ -10,7 +10,7 @@ layout(location = 7) in vec3 Origin;
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layout(location = 8) in vec3 Orientation;
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layout(location = 9) in vec3 Scale;
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#ifdef GL_ARB_bindless_texture
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layout(location = 10) in sampler2D Handle;
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layout(location = 10) in uvec2 Handle;
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#endif
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#else
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@ -26,13 +26,13 @@ in vec3 Scale;
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#ifdef VSLayer
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out vec2 uv;
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#ifdef GL_ARB_bindless_texture
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flat out sampler2D handle;
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flat out uvec2 handle;
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#endif
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#else
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out vec2 tc;
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out int layerId;
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#ifdef GL_ARB_bindless_texture
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flat out sampler2D hdle;
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flat out uvec2 hdle;
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#endif
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#endif
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@ -8,7 +8,7 @@ layout(location = 7) in vec3 Origin;
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layout(location = 8) in vec3 Orientation;
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layout(location = 9) in vec3 Scale;
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#ifdef GL_ARB_bindless_texture
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layout(location = 10) in sampler2D Handle;
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layout(location = 10) in uvec2 Handle;
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#endif
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#else
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@ -23,13 +23,13 @@ in vec3 Scale;
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#ifdef VSLayer
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out vec2 uv;
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#ifdef GL_ARB_bindless_texture
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flat out sampler2D handle;
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flat out uvec2 handle;
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#endif
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#else
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out vec2 tc;
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out int layerId;
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#ifdef GL_ARB_bindless_texture
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flat out sampler2D hdle;
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flat out uvec2 hdle;
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#endif
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#endif
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