protot/data/shaders/fs_deferred_geometry.glsl

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#version 150 core
uniform vec4 uColor;
uniform sampler2D uAlbedoTexture;
in vec3 ioFragPosition;
in vec3 ioFragNormal;
in vec2 ioFragTexCoords;
in vec4 ioFragColor;
out vec4 outColor;
out vec3 outNormal;
out vec3 outPosition;
void main() {
outColor = texture(uAlbedoTexture, ioFragTexCoords) * ioFragColor * uColor;
outNormal = normalize(ioFragNormal);
outPosition = ioFragPosition.xyz;
}