Add dependencies, play around with clouds/transparency layer
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#version 430 core
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in vec3 vTexPos;
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in vec3 vPos;
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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uniform sampler2DArray tilesetSampler;
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void main()
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{
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fCol = texture(tilesetSampler, vTexPos);
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fPos = vec4(vPos,1);
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}
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