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

25 lines
725 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 texture_diffuse1;
void main()
{
// store the fragment position vector in the first gbuffer texture
gPosition = FragPos;
// also store the per-fragment normals into the gbuffer
gNormal = normalize(Normal);
// and the diffuse per-fragment color
gAlbedoSpec.rgb = vec3(1, 1, 1);
//gAlbedoSpec.rgb = texture(texture_diffuse1, TexCoords).rgb;
// store specular intensity in gAlbedoSpec's alpha component
//gAlbedoSpec.a = texture(texture_specular1, TexCoords).r;
gAlbedoSpec.a = 1;
}