I have a problem with conversions of types in GLSL code

What I want is if one of the texture coordinates is less than 0.5 then I would sample another texture that has the digits ‘0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ’ in a 2D texture so I would display 2 of the digits. Even though there were errors my mesh shows up under my last model. I have excluded some features of the shader just to make things easier to see and I am a beginner.

here is my code


#version 330 core

struct Material 
{
    vec3 ambient;
    sampler2D diffuseMap;
	sampler2D digits;
    vec3 specular;
    float shininess;
	int numVal;
};

struct DirectionalLight
{
	vec3 direction;
	vec3 ambient;
	vec3 diffuse;
	vec3 specular;
};
  
in vec2 TexCoord;
in vec3 FragPos;
in vec3 Normal;

uniform DirectionalLight dirLight;
uniform Material material;
uniform vec3 viewPos;

out vec4 frag_color;

void main()
{ 
    // Ambient -------------------------------------------------------------------------
	vec3 ambient = dirLight.ambient * material.ambient * vec3(texture(material.diffuseMap, TexCoord));
  	
    // Diffuse -------------------------------------------------------------------------
    vec3 normal = normalize(Normal);
	vec3 lightDir = normalize(-dirLight.direction);  // negate => Must be a direction from fragment towards the light
	float NdotL = max(dot(normal, lightDir), 0.0);
    vec3 diffuse = dirLight.diffuse * NdotL * vec3(texture(material.diffuseMap, TexCoord));
    
    // Specular - Blinn-Phong ----------------------------------------------------------
	vec3 viewDir = normalize(viewPos - FragPos);
	vec3 halfDir = normalize(lightDir + viewDir);
	float NDotH = max(dot(normal, halfDir), 0.0);
	vec3 specular = dirLight.specular * material.specular * pow(NDotH, material.shininess);
	if (texCoord.x < .5 || texCoord.y < .5){	
		frag_color = vec4(vec3(texture(material.diffuseMap, TexCoord)), 1.0f);
	}else{
		int xseg = mod(numval, 6);
		int yseg = floor(numVal / 6);
		vec2 addloc = vec2(xseg / 6, yseg / 6);
		vec2 newloc;
		if (TexCoord.x < .75){
			newloc = vec2((TexCoord.x - .5) / 1.5, (TexCoord.y - .5) / 3);
		}else{
			newloc = vec2((TexCoord.x - .75) / 1.5, (TexCoord.y - .5) / 3);
		}
		frag_color = vec4(vec3(1, 1, 1) - vec3(texture(material.digits, addloc + newloc)), 1.0f);
	}
}

I don’t really understand. What is the error you are experiencing?

I just had to do some casting and clear up some name errors.