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#version 450
precision highp float;
const int MAX_SAMPLERS = 16;
layout (location = 0) uniform sampler2D samplers[MAX_SAMPLERS];
layout (location = 0) in vec2 texcoord;
layout (location = 1) flat in uint sampler_id;
out vec4 fragmentColor;
void main() {
fragmentColor.rgb = texture(samplers[sampler_id], texcoord).rgb;
fragmentColor.a = 1;
}
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