// #type vertex
#version 460 core

uniform mat4 uProjectionMatrix;
uniform mat4 uViewMatrix;

layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aUV;
layout (location = 3) in int aTextureId;
layout (location = 4) in mat4 aModelMatrix;

layout (location = 0) out vec2 oUV;
layout (location = 1) flat out int oTextureId;
layout (location = 2) out vec3 oNormal;

void main()
{
    oUV = aUV;
    oTextureId = aTextureId;
    oNormal = aNormal;
    gl_Position = uProjectionMatrix * uViewMatrix * aModelMatrix * vec4(aPos, 1.0);
}

// #type fragment
#version 460 core

uniform sampler2D uTexture[16];

layout (location = 0) in vec2 iUV;
layout (location = 1) flat in int iTextureId;
layout (location = 2) in vec3 iNormal;

layout (location = 0) out vec4 FragColor;

void main()
{
    vec3 lightColor = vec3(1);
    FragColor = vec4(lightColor, 1.0);
    if (iTextureId >= 0)
        FragColor *= texture(uTexture[iTextureId], iUV);

    if (FragColor.a == 0.0)
        discard;
}