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#version 450
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#extension GL_EXT_nonuniform_qualifier : require
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layout(set = 0, binding = 1) uniform sampler s_sampler;
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layout(set = 0, binding = 3) uniform texture2D s_images[];
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layout(location = 0) in flat uint meshIdx;
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layout(location = 1) in vec2 uv;
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layout(location = 0) out vec4 outColor;
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void main()
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{
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outColor = texture(sampler2D(s_images[nonuniformEXT(meshIdx)], s_sampler), uv);
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}
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