42_cube3D/MLX42/build/mlx_frag_shader.c
2023-04-26 14:58:24 +02:00

54 lines
2.2 KiB
C

// -----------------------------------------------------------------------------
// Codam Coding College, Amsterdam @ 2022-2023 by W2Wizard.
// See README in the root project for more information.
// -----------------------------------------------------------------------------
// If you wish to modify this file edit the .vert or .frag file!
#include "MLX42/MLX42_Int.h"
const char* frag_shader = "#version 330 core\n"
"in vec2 TexCoord;"
"flat in int TexIndex;"
"out vec4 FragColor;"
"uniform sampler2D Texture0;"
"uniform sampler2D Texture1;"
"uniform sampler2D Texture2;"
"uniform sampler2D Texture3;"
"uniform sampler2D Texture4;"
"uniform sampler2D Texture5;"
"uniform sampler2D Texture6;"
"uniform sampler2D Texture7;"
"uniform sampler2D Texture8;"
"uniform sampler2D Texture9;"
"uniform sampler2D Texture10;"
"uniform sampler2D Texture11;"
"uniform sampler2D Texture12;"
"uniform sampler2D Texture13;"
"uniform sampler2D Texture14;"
"uniform sampler2D Texture15;"
"void main()"
"{"
" vec4 outColor = vec4(1.0, 0.0, 0.0, 1.0);"
" switch (int(TexIndex)) {"
" case 0: outColor = texture(Texture0, TexCoord); break;"
" case 1: outColor = texture(Texture1, TexCoord); break;"
" case 2: outColor = texture(Texture2, TexCoord); break;"
" case 3: outColor = texture(Texture3, TexCoord); break;"
" case 4: outColor = texture(Texture4, TexCoord); break;"
" case 5: outColor = texture(Texture5, TexCoord); break;"
" case 6: outColor = texture(Texture6, TexCoord); break;"
" case 7: outColor = texture(Texture7, TexCoord); break;"
" case 8: outColor = texture(Texture8, TexCoord); break;"
" case 9: outColor = texture(Texture9, TexCoord); break;"
" case 10: outColor = texture(Texture10, TexCoord); break;"
" case 11: outColor = texture(Texture11, TexCoord); break;"
" case 12: outColor = texture(Texture12, TexCoord); break;"
" case 13: outColor = texture(Texture13, TexCoord); break;"
" case 14: outColor = texture(Texture14, TexCoord); break;"
" case 15: outColor = texture(Texture15, TexCoord); break;"
" default: outColor = vec4(1.0, 0.0, 0.0, 1.0); break;"
" }"
" FragColor = outColor;"
"}";