object_pass1.frag 340 B

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  1. #ifdef Use_Bindless_Texture
  2. layout(bindless_sampler) uniform sampler2D tex;
  3. #else
  4. uniform sampler2D tex;
  5. #endif
  6. in vec3 nor;
  7. in vec2 uv;
  8. out vec3 EncodedNormal;
  9. vec2 EncodeNormal(vec3 n);
  10. void main(void)
  11. {
  12. float glossmap = texture(tex, uv).x;
  13. EncodedNormal.xy = 0.5 * EncodeNormal(normalize(nor)) + 0.5;
  14. EncodedNormal.z = glossmap;
  15. }