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Restructured deferred lighting/rendering
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26
shaders/fragment/g_buffer.glsl
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26
shaders/fragment/g_buffer.glsl
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@@ -0,0 +1,26 @@
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# version 330 core
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layout(location = 0) out vec3 fragPosition;
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layout (location = 1) out vec4 fragColor;
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layout (location = 2) out vec3 fragNormal;
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layout (location = 3) out vec3 fragUV;
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in vec3 outPosition, outColor, outNormal, outUV, outFragPos, outCameraPos;
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flat in int outHasTexture;
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uniform sampler2D diffuse_texture;
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void main() {
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vec3 result;
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if (outHasTexture == 0) {
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result = outColor;
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} else {
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result = texture(diffuse_texture, outUV.xy).xyz + 0.25;
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}
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fragPosition = outPosition;
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fragColor = vec4(result, 1.0);
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fragNormal = outNormal;
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fragUV = outUV;
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}
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