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#version 440
layout(location = 0) in vec2 v_texcoord;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 mvp;
int flip;
int idx;
} ubuf;
layout(binding = 1) uniform sampler3D tex;
void main()
{
float w = 0.0;
if (ubuf.idx == 1)
w = 0.5;
else if (ubuf.idx == 2)
w = 1.0;
vec4 c = texture(tex, vec3(v_texcoord, w));
fragColor = vec4(c.rgb * c.a, c.a);
}