49 lines
1.7 KiB
GLSL
49 lines
1.7 KiB
GLSL
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#version 330 core
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in vec2 TexCoord;
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flat in int TexIndex;
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out vec4 FragColor;
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uniform sampler2D Texture0;
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uniform sampler2D Texture1;
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uniform sampler2D Texture2;
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uniform sampler2D Texture3;
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uniform sampler2D Texture4;
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uniform sampler2D Texture5;
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uniform sampler2D Texture6;
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uniform sampler2D Texture7;
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uniform sampler2D Texture8;
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uniform sampler2D Texture9;
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uniform sampler2D Texture10;
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uniform sampler2D Texture11;
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uniform sampler2D Texture12;
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uniform sampler2D Texture13;
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uniform sampler2D Texture14;
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uniform sampler2D Texture15;
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void main()
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{
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vec4 outColor = vec4(1.0, 0.0, 0.0, 1.0);
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switch (int(TexIndex)) {
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case 0: outColor = texture(Texture0, TexCoord); break;
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case 1: outColor = texture(Texture1, TexCoord); break;
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case 2: outColor = texture(Texture2, TexCoord); break;
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case 3: outColor = texture(Texture3, TexCoord); break;
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case 4: outColor = texture(Texture4, TexCoord); break;
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case 5: outColor = texture(Texture5, TexCoord); break;
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case 6: outColor = texture(Texture6, TexCoord); break;
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case 7: outColor = texture(Texture7, TexCoord); break;
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case 8: outColor = texture(Texture8, TexCoord); break;
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case 9: outColor = texture(Texture9, TexCoord); break;
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case 10: outColor = texture(Texture10, TexCoord); break;
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case 11: outColor = texture(Texture11, TexCoord); break;
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case 12: outColor = texture(Texture12, TexCoord); break;
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case 13: outColor = texture(Texture13, TexCoord); break;
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case 14: outColor = texture(Texture14, TexCoord); break;
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case 15: outColor = texture(Texture15, TexCoord); break;
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default: outColor = vec4(1.0, 0.0, 0.0, 1.0); break;
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}
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FragColor = outColor;
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}
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