#version 330 core layout(location = 0) out vec4 gbuffer0; layout(location = 1) out vec2 gbuffer1; layout(location = 2) out vec4 gbuffer2; in vec2 texCoord; in mat3 TBN; uniform sampler2D color_tex; uniform sampler2D normal_tex; uniform int normalmap_enabled; uniform int normalmap_dds; uniform float normalmap_tiling; const float DEFAULT_COMBINED_METALNESS = 0.0; const float DEFAULT_COMBINED_ROUGHNESS = 0.1; vec2 encodeNormal(vec3 n); vec3 decodeSRGB(vec3 screenRGB); void main() { gbuffer0.rgb = decodeSRGB(texture(color_tex, texCoord).rgb); gbuffer0.a = 1.0; vec3 normal = vec3(0.5, 0.5, 1.0); if (normalmap_enabled > 0) { normal = texture(normal_tex, texCoord * normalmap_tiling).rgb * 2.0 - 1.0; // DDS has flipped normals if (normalmap_dds > 0) normal = -normal; } normal = normalize(TBN * normal); gbuffer1 = encodeNormal(normal); gbuffer2 = vec4(DEFAULT_COMBINED_METALNESS, DEFAULT_COMBINED_ROUGHNESS, 0.0, 0.0); }