#type vertex
#version 460 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;

uniform mat4 u_ViewProjection;
//uniform mat4 u_Transform;

out vec2 v_TexCoord;
out vec4 v_Color;
out float v_TexIndex;
out float v_TilingFactor;

void main() {
    v_TexCoord = a_TexCoord;
    v_Color = a_Color;
    v_TexIndex = a_TexIndex;
    v_TilingFactor = a_TilingFactor;

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

#type fragment
#version 460 core

layout(location = 0) out vec4 color;

in vec2 v_TexCoord;
in vec4 v_Color;
in float v_TexIndex;
in float v_TilingFactor;

uniform vec4 u_Color;
uniform sampler2D u_Textures[32];

void main() {

    color = texture(u_Textures[int(v_TexIndex)], v_TexCoord * v_TilingFactor) * v_Color;
//    color = v_Color;
}
