Files
i-mic-fps/shaders/fragment/default.glsl
2020-03-25 16:16:47 -05:00

34 lines
718 B
GLSL

# version 330 core
layout (location = 0) out vec4 fragPosition;
layout (location = 1) out vec4 fragColor;
layout (location = 2) out vec4 fragNormal;
layout (location = 3) out vec4 fragUV;
in vec3 outPosition;
in vec3 outColor;
in vec3 outNormal;
in vec3 outUV;
in float outTextureID;
in vec3 outFragPos;
in vec3 outCameraPos;
flat in int outHasTexture;
flat in int outDisableLighting;
uniform sampler2D diffuse_texture;
void main() {
vec3 result;
if (outHasTexture == 0) {
result = outColor;
} else {
result = texture(diffuse_texture, outUV.xy).xyz;
}
fragPosition = vec4(outPosition, 1.0);
fragColor = vec4(result, 1.0);
fragNormal = vec4(outNormal, 1.0);
fragUV = vec4(outUV, 1.0);
}