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CubemapGeometryPass.frag

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Sep 30th, 2019
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  1. #version 330 core
  2. layout (location = 0) out vec3 out_position;
  3. layout (location = 1) out vec3 out_normal;
  4. layout (location = 2) out vec4 out_albedo;
  5.  
  6. in vec3 FragPos;  
  7. in vec4 FragColor;
  8. in vec2 FragUV;
  9. in vec3 FragNormal;
  10.  
  11. //uniform sampler2D texture_diffuse;
  12. //uniform sampler2D texture_specular;
  13. uniform samplerCube texture_cubemap;
  14.  
  15. void main()
  16. {    
  17.     // Store position of fragment in framebuffer
  18.     out_position = FragPos;
  19.  
  20.     // Store normal of fragment in framebuffer
  21.     out_normal = normalize(FragNormal);
  22.  
  23.     // Store diffuse color of fragment in framebuffer
  24.     out_albedo = vec4(texture(texture_cubemap, FragNormal).rgb, 0.5);
  25.  
  26.     // Store specular intensity in framebuffer
  27.     //out_albedo.a = texture(texture_specular, FragUV).r;
  28. }
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