forkkmuopengl/BaseGLProject/GBufferVisual.frag
2019-06-03 13:09:09 +09:00

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();
}