uniform sampler2D tex; #if __VERSION__ >= 130 in vec3 nor; in vec2 uv; out vec3 EncodedNormal; #else varying vec3 nor; varying vec2 uv; #define EncodedNormal gl_FragColor.xy #endif vec2 EncodeNormal(vec3 n); void main() { vec4 col = texture(tex, uv); if (col.a < 0.5) discard; EncodedNormal.xy = 0.5 * EncodeNormal(normalize(nor)) + 0.5; EncodedNormal.z = 1.; }