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fgdata/Shaders/deferred-gbuffer.vert

16 lines
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GLSL
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//
// attachment 0: normal.x | normal.x | normal.y | normal.y
// attachment 1: diffuse.r | diffuse.g | diffuse.b | material Id
// attachment 2: specular.l | shininess | emission.l | unused
//
varying vec3 ecNormal;
varying float alpha;
void main() {
ecNormal = gl_NormalMatrix * gl_Normal;
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_FrontColor.rgb = gl_Color.rgb; gl_FrontColor.a = 1.0;
gl_BackColor.rgb = gl_Color.rgb; gl_BackColor.a = 0.0;
alpha = gl_Color.a;
}