in vec3 normal; in vec2 uv; in vec2 uv_two; layout(location = 0) out vec4 o_diffuse_color; layout(location = 1) out vec3 o_normal_depth; layout(location = 2) out vec2 o_gloss_map; #stk_include "utils/encode_normal.frag" #stk_include "utils/sp_texture_sampling.frag" void main(void) { vec4 color = sampleTextureLayer0(uv); vec4 layer_two_tex = sampleTextureLayer1(uv_two); layer_two_tex.rgb = layer_two_tex.a * layer_two_tex.rgb; vec3 final_color = layer_two_tex.rgb + color.rgb * (1.0 - layer_two_tex.a); #if !defined(Advanced_Lighting_Enabled) #if !defined(sRGB_Framebuffer_Usable) final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2) #else final_color = final_color * 0.5; #endif #endif o_diffuse_color = vec4(final_color, 1.0); #if defined(Advanced_Lighting_Enabled) vec4 layer_2 = sampleTextureLayer2(uv); o_normal_depth.xy = 0.5 * EncodeNormal(normalize(normal)) + 0.5; o_normal_depth.z = layer_2.x; o_gloss_map = layer_2.yz; #endif }