text: static const char gl_textures_ps[] = R"(
  #version 330
  #ifdef GL_ARB_shading_language_420pack
  #extension GL_ARB_shading_language_420pack : require
  #endif
  
  struct PS_Input
  {
      vec4 Pos;
      vec2 UV;
      vec4 Color;
  };
  
  uniform sampler2D Sampler_g_sampler1;
  uniform sampler2DArray Sampler_g_sampler2;
  uniform sampler3D Sampler_g_sampler3;
  
  in vec2 _VSPS_UV;
  in vec4 _VSPS_Color;
  layout(location = 0) out vec4 _entryPointOutput;
  
  vec4 _main(PS_Input Input)
  {
      if (Input.UV.x < 0.300000011920928955078125)
      {
          return texture(Sampler_g_sampler1, Input.UV);
      }
      else
      {
          if (Input.UV.x < 0.60000002384185791015625)
          {
              return texture(Sampler_g_sampler2, vec3(Input.UV, 1.0));
          }
      }
      return texture(Sampler_g_sampler3, vec3(Input.UV, 0.5));
  }
  
  void main()
  {
      PS_Input Input;
      Input.Pos = gl_FragCoord;
      Input.UV = _VSPS_UV;
      Input.Color = _VSPS_Color;
      _entryPointOutput = _main(Input);
  }
  
  )";
  
  