// -*- mode: C; -*- // Licence: GPL v2 // Author: Frederic Bouvier. uniform bool fg_DepthInColor; vec2 normal_encode(vec3 n); vec3 float_to_color(in float f); // attachment 0: normal.x | normal.y | 0.0 | 1.0 // attachment 1: diffuse.r | diffuse.g | diffuse.b | material Id // attachment 2: specular.l | shininess | emission.l | unused // attachment 3: ---------- depth ------------ | unused (optional) // void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth) { gl_FragData[0] = vec4( normal_encode(normal), 0.0, 1.0 ); gl_FragData[1] = vec4( color, float( mId ) / 255.0 ); gl_FragData[2] = vec4( specular, shininess / 128.0, emission, 1.0 ); vec3 dcol = vec3(1.0, 1.0, 1.0); if (fg_DepthInColor) dcol = float_to_color(depth); gl_FragData[3] = vec4(dcol, 1.0); }