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#version 450
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layout(binding = 0) uniform texture1DArray uTex;
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layout(binding = 1) uniform samplerShadow uShadow;
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layout(location = 0) in vec3 vUV;
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layout(location = 0) out float FragColor;
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void main()
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{
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FragColor = texture(sampler1DArrayShadow(uTex, uShadow), vUV, 1.0);
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}
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