dx);
		color2 += if11 * texture2Dgery( getUv(uvx, s9dz + (uvy - s9dz) / centerHeight * centerSliceHeight));
		// 右
		var if12:Float = step(sizex - s9dy, uvx);
		color2 += if12
			+ texture2Dgery(
				getUv(centerSliceWidth + s9dx + uvx - (sizex - s9dy), s9dz + (uvy - s9dz) / centerHeight * centerSliceHeight));

		if (color.rgb == vec3(0, 0, 0)) {
			// 中间
			color2 = texture2Dgery(
				getUv(s9dx + (uvx - s9dx) / centerWidth * centerSliceWidth, s9dz + (uvy - s9dz) / centerHeight * centerSliceHeight));