forkkmuopengl/BaseGLProject/DSGeometryPass.frag

21 lines
408 B
GLSL

#version 440
layout (location = 0) out vec3 gPosition;
layout (location = 1) out vec3 gNormal;
layout (location = 2) out vec4 gAlbedoSpec;
in vec2 TexCoords;
in vec3 FragPos;
in vec3 Normal;
uniform sampler2D tex;
void main()
{
gPosition = FragPos;
//
//gPosition = normalize(abs(FragPos));
gNormal = normalize(Normal);
gAlbedoSpec.rgb = texture(tex, TexCoords).rgb;
gAlbedoSpec.a = 1;
}