uniform sampler2D ntex; out vec4 Diff; out vec4 Spec; vec3 DecodeNormal(vec2 n); vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix); vec3 DiffuseIBL(vec3 normal); vec3 SpecularIBL(vec3 normal, vec3 V, float roughness); void main(void) { vec2 uv = gl_FragCoord.xy / screen; vec3 normal = normalize(DecodeNormal(2. * texture(ntex, uv).xy - 1.)); Diff = vec4(0.25 * DiffuseIBL(normal), 1.); Spec = vec4(0., 0., 0., 1.); }