#ifdef Use_Bindless_Texture
layout(bindless_sampler) uniform sampler2D tex;
#else
uniform sampler2D tex;
#endif

in vec3 nor;
in vec2 uv;
out vec3 EncodedNormal;

vec2 EncodeNormal(vec3 n);

void main(void)
{
	float glossmap = texture(tex, uv).x;
	EncodedNormal.xy = 0.5 * EncodeNormal(normalize(nor)) + 0.5;
	EncodedNormal.z = glossmap;
}
