gl01/internal/asset/shader/world/geometry.frag

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#version 330
uniform sampler2D tex;
in vec3 fragPosWorld;
in float fragPosLightspaceZ;
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in float fragDepthView;
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in vec2 fragTexCoord;
in vec3 fragNormal;
in float fragLight;
layout (location = 0) out vec4 outputPosition;
layout (location = 1) out vec4 outputNormal;
layout (location = 2) out vec4 outputColor;
const float gamma = 2.2;
void main() {
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outputColor = texture(tex, fragTexCoord);
if (outputColor.a < 1e-3)
discard;
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outputPosition.xyz = fragPosWorld;
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outputPosition.w = fragDepthView;
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outputNormal.xyz = fragNormal;
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outputNormal.w = fragPosLightspaceZ;
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}