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- #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;
- }
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