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GLSL

//*PIXEL*
#version 450
#extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_ARB_bindless_texture : enable
const uint DIRECTIONAL_LIGHT = 1;
const uint POINT_LIGHT = 2;
const uint SPOT_LIGHT = 3;
layout( std430, binding = 3) readonly buffer texture_buffer {
uvec2 textures[1000];
};
layout(binding = 0) uniform uniform_per_frame
{
mat4 view;
mat4 proj;
uint shadow_texture_id;
vec3 padding0;
};
layout (location=0) in VS_OUT
{
vec2 vsUV;
};
layout (location=0) out vec4 output_colour;
void main()
{
uvec2 shadow_handle = textures[shadow_texture_id];
float colour = texture(sampler2DArray(shadow_handle), vec3(vsUV, 0)).r;
//colour = (1.0 - (1.0 - colour) * 1.4);
output_colour = vec4(colour, colour, colour, 1.0);
//output_colour = vec4(1,0,0,1);
}