#ifndef GL_ARB_bindless_texture uniform sampler2D tex; #endif #ifdef GL_ARB_bindless_texture flat in sampler2D handle; #endif in vec3 nor; in vec2 uv; out vec3 EncodedNormal; vec2 EncodeNormal(vec3 n); void main(void) { #ifdef GL_ARB_bindless_texture vec4 col = texture(handle, uv); #else vec4 col = texture(tex, uv); #endif EncodedNormal.xy = 0.5 * EncodeNormal(normalize(nor)) + 0.5; EncodedNormal.z = exp2(10. * (1. - col.a) + 1.); }