Files
raylib/examples/shaders/resources/shaders/glsl100/gbuffer.fs
Ray 7c7b087efb REVIEWED: example: shaders_deferred_render -WIP-
Not working but shader compiles and example runs... not sure if deferred rendering could be supported in OpenGL ES 2.0.
2025-01-16 19:48:31 +01:00

37 lines
1022 B
GLSL

#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec3 fragNormal;
varying vec4 fragColor;
// TODO: Is there some alternative for GLSL100
//layout (location = 0) out vec3 gPosition;
//layout (location = 1) out vec3 gNormal;
//layout (location = 2) out vec4 gAlbedoSpec;
//uniform vec3 gPosition;
//uniform vec3 gNormal;
//uniform vec4 gAlbedoSpec;
// Input uniform values
uniform sampler2D texture0; // Diffuse texture
uniform sampler2D specularTexture;
void main()
{
// Store the fragment position vector in the first gbuffer texture
//gPosition = fragPosition;
// Store the per-fragment normals into the gbuffer
//gNormal = normalize(fragNormal);
// Store the diffuse per-fragment color
gl_FragColor.rgb = texture2D(texture0, fragTexCoord).rgb;
// Store specular intensity in gAlbedoSpec's alpha component
gl_FragColor.a = texture2D(specularTexture, fragTexCoord).r;
}