#ifdef Use_Bindless_Texture layout(bindless_sampler) uniform sampler2D tex; layout(bindless_sampler) uniform sampler2D glosstex; #else uniform sampler2D tex; uniform sampler2D glosstex; #endif in vec3 nor; in vec2 uv; out vec3 EncodedNormal; vec2 EncodeNormal(vec3 n); void main() { vec4 col = texture(tex, uv); if (col.a < 0.5) discard; float glossmap = texture(glosstex, uv).x; EncodedNormal.xy = 0.5 * EncodeNormal(normalize(nor)) + 0.5; EncodedNormal.z = glossmap; }