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Jan 22nd, 2018
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  1. #if USE_MAPPING_0
  2. varying vec2 vUv0;
  3. #endif
  4.  
  5. #if USE_MAPPING_1
  6. varying vec2 vUv1;
  7. #endif
  8.  
  9. #if USE_MAPPING_2
  10. varying vec2 vUv2;
  11. #endif
  12.  
  13. // ... etc until USE_MAPPING_8
  14.  
  15. #if TEXTURES_ARRAY_SIZE > 0
  16. uniform sampler2D layersTexture[TEXTURES_ARRAY_SIZE];
  17. uniform int layersMapping[TEXTURES_ARRAY_SIZE];
  18. uniform float layersOpacity[TEXTURES_ARRAY_SIZE];
  19. uniform bool layersIsPremult[TEXTURES_ARRAY_SIZE];
  20. uniform int layersMergeOp[TEXTURES_ARRAY_SIZE];
  21. uniform bool layersTransparent[TEXTURES_ARRAY_SIZE];
  22. uniform bool layersIsMatte[TEXTURES_ARRAY_SIZE];
  23. uniform vec2 layersRepeat[TEXTURES_ARRAY_SIZE];
  24. #endif
  25.  
  26. // unrolled UV getter
  27. vec2 getUv(int uvSetNumber) {
  28. #if USE_MAPPING_0
  29. if (uvSetNumber == 0) {
  30. return vUv0;
  31. }
  32. #endif
  33.  
  34. #if USE_MAPPING_1
  35. if (uvSetNumber == 1) {
  36. return vUv1;
  37. }
  38. #endif
  39.  
  40. // etc...
  41. }
  42.  
  43. #if USE_TEXTURE_0
  44. uniform sampler2D sampler0;
  45. #endif
  46.  
  47. #if USE_TEXTURE_1
  48. uniform sampler2D sampler1;
  49. #endif
  50.  
  51. // ...
  52.  
  53. vec4 getTextureSample(int textureIndex, vec2 uv) {
  54. #if USE_TEXTURE_0
  55. if (textureIndex == 0) {
  56. return texture2D(sampler0, uv);
  57. }
  58. #endif
  59.  
  60. #if USE_TEXTURE_1
  61. if (textureIndex == 1) {
  62. return texture2D(sampler1, uv);
  63. }
  64. #endif
  65.  
  66. // etc...
  67. }
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