assets/shaders/fragment/g_buffer.glsl in cyberarm_engine-0.23.0 vs assets/shaders/fragment/g_buffer.glsl in cyberarm_engine-0.24.0
- old
+ new
@@ -3,28 +3,28 @@
layout(location = 0) out vec3 fragPosition;
layout (location = 1) out vec4 fragColor;
layout (location = 2) out vec3 fragNormal;
layout (location = 3) out vec3 fragUV;
-in vec3 outPosition, outColor, outNormal, outUV, outFragPos, outCameraPos;
+in vec3 out_position, out_color, out_normal, out_uv, out_frag_pos, out_camera_pos;
out vec4 outputFragColor;
-flat in int outHasTexture;
+flat in int out_has_texture;
uniform sampler2D diffuse_texture;
void main() {
vec3 result;
- if (outHasTexture == 0) {
- result = outColor;
+ if (out_has_texture == 0) {
+ result = out_color;
} else {
- result = texture(diffuse_texture, outUV.xy).xyz + 0.25;
+ result = texture(diffuse_texture, out_uv.xy).xyz + 0.25;
}
- fragPosition = outPosition;
+ fragPosition = out_position;
fragColor = vec4(result, 1.0);
- fragNormal = outNormal;
- fragUV = outUV;
+ fragNormal = out_normal;
+ fragUV = out_uv;
float gamma = 2.2;
outputFragColor.rgb = pow(fragColor.rgb, vec3(1.0 / gamma));
}