#version 130 uniform sampler2D tex; uniform sampler2D lighttex; uniform int hastex; uniform int haslightmap; noperspective in vec3 nor; in vec4 color; in vec2 uv0; in vec2 uv1; out vec4 Albedo; out vec4 NormalDepth; out vec4 Specular; void main() { vec4 light = vec4(1.0); vec4 col; if (haslightmap != 0) { light = texture(lighttex, uv1); } if (hastex != 0) col = texture(tex, uv0) * light; else col = color; Albedo = vec4(col.xyz, 1.); NormalDepth = vec4(0.5 * normalize(nor) + 0.5, gl_FragCoord.z); Specular = vec4(1. - col.a); }