static const char *TEST_FSH = R"(
in vec2 aTexCoordOut;
uniform sampler2D aTexture;
layout(location = 0) out vec4 fragColor0;
void main() {
const int index = 0;
// float数组在glsl中的正确写法
float[18] arr = float[18](1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0,
1.0, 1.0);
float sum = 0.0;
for (int i = 0; i < 18; i++) {
sum = sum + arr[index + i];
}
float avg = sum / 18.0;
fragColor0 = texture(aTexture, aTexCoordOut) * avg;
}
)";