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)); }