Files
Hazel/Sandbox/assets/shaders/Texture.glsl

51 lines
1.1 KiB
GLSL

#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;
}