31 lines
638 B
GLSL
31 lines
638 B
GLSL
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#version 330 core
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layout(location = 0) out vec4 outGBuffer0;
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layout(location = 1) out vec4 outGBuffer1;
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layout(location = 2) out vec4 outGBuffer2;
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in vec3 normalVS;
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in vec2 texCoord;
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uniform sampler2D color_tex;
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vec2 encodeNormal(vec3 n);
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vec3 decodeSRGB(vec3 screenRGB);
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void main()
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{
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vec4 texel = texture(color_tex, texCoord);
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if (texel.a < 0.5)
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discard;
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vec3 color = decodeSRGB(texel.rgb);
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outGBuffer0.rg = encodeNormal(normalVS);
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outGBuffer0.b = 0.9;
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outGBuffer0.a = 1.0;
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outGBuffer1.rgb = color;
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outGBuffer1.a = 0.0;
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outGBuffer2.rgb = vec3(0.0);
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outGBuffer2.a = 1.0;
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}
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