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