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perf: optmize world rendering performance
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@@ -1,11 +1,12 @@
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#version 430
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in vec2 tc;
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flat in int tex_layer;
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out vec4 color;
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layout (binding = 0) uniform sampler2D samp;
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layout (binding = 0) uniform sampler2DArray samp;
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void main(void) {
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color = texture(samp, tc);
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color = texture(samp, vec3(tc, tex_layer));
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//color = varyingColor;
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}
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