opengl-deferred/assets/shader/deferred/deferred.fs

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#version 460 core
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uniform sampler2D s_albedo;
uniform sampler2D s_normal;
uniform sampler2D s_specular;
uniform sampler2D s_roughness;
uniform sampler2D s_metalic;
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in vec3 pos;
in vec3 norm;
in vec2 tex;
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in mat3 TBN;
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layout (location = 0) out vec3 albedo;
layout (location = 1) out vec3 normal;
layout (location = 2) out vec3 material;
layout (location = 3) out vec3 position;
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void main() {
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albedo = texture(s_albedo, tex).rgb;
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normal = normalize(TBN * (texture(s_normal, tex).rgb * 2.0 - 1.0));
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material.x = texture(s_specular, tex).x;
material.y = texture(s_roughness, tex).y;
material.z = texture(s_metalic, tex).z;
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position = pos;
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}