uniform sampler2D g_tex2D_Static;
uniform sampler2D g_tex2D_Mut;
uniform sampler2D g_tex2D_MutArr[2];
uniform sampler2D g_tex2D_Dyn;
uniform sampler2D g_tex2D_DynArr[2];
uniform sampler2D g_tex2D_StaticArr[2];

layout(location = 0) in vec4 f4Color;
 
layout(location = 0) out vec4 out_Color;

void main()
{
    out_Color = f4Color;
    out_Color += textureLod(g_tex2D_Static, vec2(0.5,0.5), 0.0);
    out_Color += textureLod(g_tex2D_StaticArr[0], vec2(0.5,0.5), 0.0) + textureLod(g_tex2D_StaticArr[1], vec2(0.5,0.5), 0.0);
    out_Color += textureLod(g_tex2D_Mut, vec2(0.5,0.5), 0.0);
    out_Color += textureLod(g_tex2D_MutArr[0], vec2(0.5,0.5), 0.0) + textureLod(g_tex2D_MutArr[1], vec2(0.5,0.5), 0.0);
    out_Color += textureLod(g_tex2D_Dyn, vec2(0.5,0.5), 0.0);
    out_Color += textureLod(g_tex2D_DynArr[0], vec2(0.5,0.5), 0.0) + textureLod(g_tex2D_DynArr[1], vec2(0.5,0.5), 0.0);
}
