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fgdata/Shaders/deferred-gbuffer.frag

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#extension GL_EXT_gpu_shader4 : enable
//
// 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 vec4 color;
uniform int materialID;
uniform sampler2D texture;
void main() {
float specular = dot( gl_FrontMaterial.specular.rgb, vec3( 0.3, 0.59, 0.11 ) );
float shininess = gl_FrontMaterial.shininess;
float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb, vec3( 0.3, 0.59, 0.11 ) );
vec4 texel = texture2D(texture, gl_TexCoord[0].st);
if (texel.a * color.a < 0.1)
discard;
gl_FragData[0] = vec4( (ecNormal.xy + vec2(1.0,1.0)) * 0.5, 0.0, 1.0 );
gl_FragData[1] = vec4( color.rgb * texel.rgb, float( materialID ) / 255.0 );
gl_FragData[2] = vec4( specular, shininess / 255.0, emission, 1.0 );
}