#version 330 core in VS_OUT { float flogz; vec3 vertex_normal; } fs_in; const float CHROME_METALLIC = 1.0; const float CHROME_ROUGHNESS = 0.1; // gbuffer_pack.glsl void gbuffer_pack(vec3 normal, vec3 base_color, float metallic, float roughness, float occlusion, vec3 emissive, uint mat_id); // logarithmic_depth.glsl float logdepth_encode(float z); void main() { vec3 N = normalize(fs_in.vertex_normal); gbuffer_pack(N, vec3(1.0), CHROME_METALLIC, CHROME_ROUGHNESS, 1.0, vec3(0.0), 3u); gl_FragDepth = logdepth_encode(fs_in.flogz); }