20 lines
394 B
GLSL
20 lines
394 B
GLSL
#version 460 core
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uniform sampler2D albedo;
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uniform sampler2D depth;
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uniform sampler2D normal;
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uniform sampler2D material;
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uniform sampler2D position;
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in vec3 pos;
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in vec2 tex;
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out vec4 FragColor;
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float map(float value, float min1, float max1, float min2, float max2) {
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return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
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}
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void main() {
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FragColor = texture(position, tex);
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} |