lord help me why glsl
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#version 300 es
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precision highp float;
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in vec2 vTexCoord;
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out vec4 fragColor;
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uniform sampler2DArray uTexArray;
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uniform int uLayer;
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void main() {
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float value = texture(uTexArray, vec3(vTexCoord, float(uLayer))).r;
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fragColor = vec4(vec3(value), 1.0);
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}
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@@ -0,0 +1,12 @@
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#version 300 es
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precision highp float;
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in vec3 aPosition;
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in vec2 aTexCoord;
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out vec2 vTexCoord;
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void main() {
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vTexCoord = aTexCoord;
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gl_Position = vec4(aPosition, 1.0);
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}
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