123456789101112131415161718192021222324 |
- #ifdef Use_Bindless_Texture
- layout(bindless_sampler) uniform sampler2D tex;
- layout(bindless_sampler) uniform sampler2D glosstex;
- #else
- uniform sampler2D tex;
- uniform sampler2D glosstex;
- #endif
- in vec3 nor;
- in vec2 uv;
- out vec3 EncodedNormal;
- vec2 EncodeNormal(vec3 n);
- void main() {
- vec4 col = texture(tex, uv);
- if (col.a < 0.5)
- discard;
- float glossmap = texture(glosstex, uv).x;
- EncodedNormal.xy = 0.5 * EncodeNormal(normalize(nor)) + 0.5;
- EncodedNormal.z = glossmap;
- }
|