forkkmuopengl/BaseGLProject/DSGeometryPass.frag

30 lines
618 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;
in vec3 RawColor;
out vec3 FragColor;
uniform sampler2D tex;
void main()
{
//gPosition = FragPos;
//gPosition = normalize(abs(FragPos));
// gPosition = vec3(1,1,1);
//
// gNormal = normalize(Normal);
//
// gAlbedoSpec.rgb = vec3(1,0,1);
// gAlbedoSpec.a = 1;
//gAlbedoSpec.rgb = texture(tex, TexCoords).rgb;
//gAlbedoSpec.a = texture(texture_specular1, TexCoords).r;
FragColor = RawColor;
}