Files
i-mic-fps/shaders/fragment/g_buffer.glsl

31 lines
706 B
GLSL

# version 330 core
layout(location = 0) out vec3 fragPosition;
layout (location = 1) out vec4 fragColor;
layout (location = 2) out vec3 fragNormal;
layout (location = 3) out vec3 fragUV;
in vec3 outPosition, outColor, outNormal, outUV, outFragPos, outCameraPos;
out vec4 outputFragColor;
flat in int outHasTexture;
uniform sampler2D diffuse_texture;
void main() {
vec3 result;
if (outHasTexture == 0) {
result = outColor;
} else {
result = texture(diffuse_texture, outUV.xy).xyz + 0.25;
}
fragPosition = outPosition;
fragColor = vec4(result, 1.0);
fragNormal = outNormal;
fragUV = outUV;
float gamma = 2.2;
outputFragColor.rgb = pow(fragColor.rgb, vec3(1.0 / gamma));
}