// Basic 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() { vec4 texColor = Input.Color; switch(int(v_TexIndex)) { case 0: texColor *= texture(u_Textures[ 0], Input.TexCoord * Input.TilingFactor); break; case 1: texColor *= texture(u_Textures[ 1], Input.TexCoord * Input.TilingFactor); break; case 2: texColor *= texture(u_Textures[ 2], Input.TexCoord * Input.TilingFactor); break; case 3: texColor *= texture(u_Textures[ 3], Input.TexCoord * Input.TilingFactor); break; case 4: texColor *= texture(u_Textures[ 4], Input.TexCoord * Input.TilingFactor); break; case 5: texColor *= texture(u_Textures[ 5], Input.TexCoord * Input.TilingFactor); break; case 6: texColor *= texture(u_Textures[ 6], Input.TexCoord * Input.TilingFactor); break; case 7: texColor *= texture(u_Textures[ 7], Input.TexCoord * Input.TilingFactor); break; case 8: texColor *= texture(u_Textures[ 8], Input.TexCoord * Input.TilingFactor); break; case 9: texColor *= texture(u_Textures[ 9], Input.TexCoord * Input.TilingFactor); break; case 10: texColor *= texture(u_Textures[10], Input.TexCoord * Input.TilingFactor); break; case 11: texColor *= texture(u_Textures[11], Input.TexCoord * Input.TilingFactor); break; case 12: texColor *= texture(u_Textures[12], Input.TexCoord * Input.TilingFactor); break; case 13: texColor *= texture(u_Textures[13], Input.TexCoord * Input.TilingFactor); break; case 14: texColor *= texture(u_Textures[14], Input.TexCoord * Input.TilingFactor); break; case 15: texColor *= texture(u_Textures[15], Input.TexCoord * Input.TilingFactor); break; case 16: texColor *= texture(u_Textures[16], Input.TexCoord * Input.TilingFactor); break; case 17: texColor *= texture(u_Textures[17], Input.TexCoord * Input.TilingFactor); break; case 18: texColor *= texture(u_Textures[18], Input.TexCoord * Input.TilingFactor); break; case 19: texColor *= texture(u_Textures[19], Input.TexCoord * Input.TilingFactor); break; case 20: texColor *= texture(u_Textures[20], Input.TexCoord * Input.TilingFactor); break; case 21: texColor *= texture(u_Textures[21], Input.TexCoord * Input.TilingFactor); break; case 22: texColor *= texture(u_Textures[22], Input.TexCoord * Input.TilingFactor); break; case 23: texColor *= texture(u_Textures[23], Input.TexCoord * Input.TilingFactor); break; case 24: texColor *= texture(u_Textures[24], Input.TexCoord * Input.TilingFactor); break; case 25: texColor *= texture(u_Textures[25], Input.TexCoord * Input.TilingFactor); break; case 26: texColor *= texture(u_Textures[26], Input.TexCoord * Input.TilingFactor); break; case 27: texColor *= texture(u_Textures[27], Input.TexCoord * Input.TilingFactor); break; case 28: texColor *= texture(u_Textures[28], Input.TexCoord * Input.TilingFactor); break; case 29: texColor *= texture(u_Textures[29], Input.TexCoord * Input.TilingFactor); break; case 30: texColor *= texture(u_Textures[30], Input.TexCoord * Input.TilingFactor); break; case 31: texColor *= texture(u_Textures[31], Input.TexCoord * Input.TilingFactor); break; } if (texColor.a == 0.0) discard; o_Color = texColor; o_EntityID = v_EntityID; }