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- #version 330 core
- layout (location = 0) out vec3 out_position;
- layout (location = 1) out vec3 out_normal;
- layout (location = 2) out vec4 out_albedo;
- in vec3 FragPos;
- in vec4 FragColor;
- in vec2 FragUV;
- in vec3 FragNormal;
- //uniform sampler2D texture_diffuse;
- //uniform sampler2D texture_specular;
- uniform samplerCube texture_cubemap;
- void main()
- {
- // Store position of fragment in framebuffer
- out_position = FragPos;
- // Store normal of fragment in framebuffer
- out_normal = normalize(FragNormal);
- // Store diffuse color of fragment in framebuffer
- out_albedo = vec4(texture(texture_cubemap, FragNormal).rgb, 0.5);
- // Store specular intensity in framebuffer
- //out_albedo.a = texture(texture_specular, FragUV).r;
- }
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