// Basic quad Texture Shader

#type vertex
#version 450 core

layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec4 a_Color;
layout(location = 2) in vec2 a_TexCoord;
layout(location = 3) in float a_TexIndex;
layout(location = 4) in float a_TilingFactor;
layout(location = 5) in int a_EntityID;

layout(std140, binding = 0) uniform Camera
{
    mat4 u_ViewProjection;
};

struct VertexOutput
{
    vec4 Color;
    vec2 TexCoord;
    float TilingFactor;
};

layout (location = 0) out VertexOutput Output;
layout (location = 3) out flat float v_TexIndex;
layout (location = 4) out flat int v_EntityID;

void main()
{
    Output.Color = a_Color;
    Output.TexCoord = a_TexCoord;
    Output.TilingFactor = a_TilingFactor;
    v_TexIndex = a_TexIndex;
    v_EntityID = a_EntityID;

    gl_Position = u_ViewProjection * vec4(a_Position, 1.0);
}

#type fragment
#version 450 core

layout(location = 0) out vec4 o_Color;
layout(location = 1) out int o_EntityID;

struct VertexOutput
{
    vec4 Color;
    vec2 TexCoord;
    float TilingFactor;
};

layout (location = 0) in VertexOutput Input;
layout (location = 3) in flat float v_TexIndex;
layout (location = 4) in flat int v_EntityID;

layout (binding = 0) uniform sampler2D u_Textures[32];

void main()
{
    o_Color = texture(u_Textures[int(v_TexIndex)], Input.TexCoord * Input.TilingFactor) * Input.Color;

    o_EntityID = v_EntityID;
}
