I have this shader code below. I want to add a new uniform for another texture and make it that it would be applied to the vertices that is divisible by 4.
uniform vec3 color;
uniform sampler2D texture;
varying vec4 vColor;
void main() {
vec4 outColor = texture2D( texture, gl_PointCoord );
if ( outColor.a < 0.5 ) discard;
gl_FragColor = outColor * vec4( color * vColor.xyz, 0.5 );
float depth = gl_FragCoord.z / gl_FragCoord.w;
const vec3 fogColor = vec3( 0.0 );
float fogFactor = smoothstep( 200.0, 600.0, depth );
gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );
}
I want to add a condition something like index % 4 === 0 ? firstTexture : secondTexture but I do not know how to get the vertex index and perform a modulo operator in the shader language.