30 lines
618 B
GLSL
30 lines
618 B
GLSL
#version 440
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//layout (location = 0) out vec3 gPosition;
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//layout (location = 1) out vec3 gNormal;
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//layout (location = 2) out vec4 gAlbedoSpec;
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in vec2 TexCoords;
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in vec3 FragPos;
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in vec3 Normal;
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in vec3 RawColor;
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out vec3 FragColor;
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uniform sampler2D tex;
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void main()
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{
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//gPosition = FragPos;
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//gPosition = normalize(abs(FragPos));
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// gPosition = vec3(1,1,1);
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//
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// gNormal = normalize(Normal);
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//
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// gAlbedoSpec.rgb = vec3(1,0,1);
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// gAlbedoSpec.a = 1;
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//gAlbedoSpec.rgb = texture(tex, TexCoords).rgb;
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//gAlbedoSpec.a = texture(texture_specular1, TexCoords).r;
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FragColor = RawColor;
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}
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