37 lines
638 B
GLSL
37 lines
638 B
GLSL
#version 430
|
|
out vec4 FragColor;
|
|
|
|
in vec2 TexCoords;
|
|
|
|
uniform sampler2D gPosition;
|
|
uniform sampler2D gNormal;
|
|
uniform sampler2D gAlbedoSpec;
|
|
|
|
subroutine vec4 shading_t();
|
|
subroutine uniform shading_t Shading;
|
|
|
|
subroutine(shading_t)
|
|
vec4 DisplayAlbedo()
|
|
{
|
|
vec3 Albedo = texture(gAlbedoSpec, TexCoords).rgb;
|
|
return vec4(Albedo, 0);
|
|
}
|
|
|
|
subroutine(shading_t)
|
|
vec4 DisplayPositions()
|
|
{
|
|
vec3 FragPos = texture(gPosition, TexCoords).rgb;
|
|
return vec4(FragPos, 0);
|
|
}
|
|
|
|
subroutine(shading_t)
|
|
vec4 DisplayNormals()
|
|
{
|
|
vec3 Normal = texture(gNormal, TexCoords).rgb;
|
|
return vec4(Normal, 0);
|
|
}
|
|
|
|
void main(void)
|
|
{
|
|
FragColor = Shading();
|
|
} |