precision highp float;
precision highp int;
precision highp sampler2D;
precision highp sampler2DArray;

in vec4 fragTexCoord;
layout(location=0) out vec4 fragOut0;

#ifdef COPY_ARRAY
uniform sampler2DArray tex;
#else
uniform sampler2D tex;
#endif

void main()
{
#ifdef COPY_ARRAY
	fragOut0 = texture(tex, vec3(fragTexCoord.xy, 0.0));
#else
	fragOut0 = texture(tex, fragTexCoord.xy);
#endif
}
