#version 330 core out vec4 FragColor; in vec2 texCoord; flat in int textureIndex; uniform sampler2DArray tileTexture; void main() { if (texCoord.x == 0.0 && texCoord.y == 0.0) { FragColor = vec4(0.0, 0.0, 0.0, 0.0); } else { FragColor = texture(tileTexture, vec3(texCoord.xy, textureIndex)); } //FragColor = vec4(mod(tileindex / float(tilesperrow), 1.0), mod(tileindex / float(tilesperrow), 1.0), 0.0, 1.0); }