#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; layout(location = 5) in int a_EntityID; uniform mat4 u_ViewProjection; //uniform mat4 u_Transform; out vec2 v_TexCoord; out vec4 v_Color; out flat float v_TexIndex; out float v_TilingFactor; out flat int v_EntityID; void main() { v_TexCoord = a_TexCoord; v_Color = a_Color; v_TexIndex = a_TexIndex; v_TilingFactor = a_TilingFactor; v_EntityID = a_EntityID; gl_Position = u_ViewProjection * vec4(a_Position, 1.0f); } #type fragment #version 460 core layout(location = 0) out vec4 color; layout(location = 1) out int color2; in vec2 v_TexCoord; in vec4 v_Color; in flat float v_TexIndex; in float v_TilingFactor; in flat int v_EntityID; 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; color2 = v_EntityID; }