#version 120
#extension GL_EXT_texture_array : require

varying vec2 uv;
uniform sampler2DArray omw_SamplerLastShader;

void main()
{
	int view = 0;
	vec3 uvz = vec3(uv.x * 2., uv.y, 0);
	if(uvz.x > 1.)
	{
		uvz.x -= 1.;
		uvz.z = 1;
	}
	
    gl_FragColor = texture2DArray(omw_SamplerLastShader, uvz);
}