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#version 450
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#extension GL_EXT_nonuniform_qualifier : enable
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//layout(set = 0, binding = 0) uniform sampler font_samplers[];
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//layout(set = 1, binding = 0) uniform texture2DArray font_textures[];
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layout(location = 0) in vec4 fragColor;
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layout(location = 1) in vec2 fragUV;
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layout(location = 2) flat in uint code;
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layout(location = 0) out vec4 outColor;
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void main() {
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//outColor = fragColor * texture(sampler2DArray(font_textures[0], font_samplers[0]), vec3(fragUV, code));
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outColor = vec4(1.0, 1.0, 1.0, 1.0);
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}
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