uniform sampler2D ntex; #ifdef GL_ES layout (location = 0) out vec4 Diff; layout (location = 1) out vec4 Spec; #else out vec4 Diff; out vec4 Spec; #endif #stk_include "utils/decodeNormal.frag" #stk_include "utils/getPosFromUVDepth.frag" #stk_include "utils/DiffuseIBL.frag" #stk_include "utils/SpecularIBL.frag" 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.); }