#version 130 uniform sampler2D tex; uniform int hastex; uniform float objectid; noperspective in vec3 nor; in vec2 uv0; in vec2 uv1; out vec4 Albedo; out vec4 NormalDepth; out vec4 Specular; void main() { //if (hastex != 0) { vec4 col = texture(tex, uv0); if (col.a < 0.5) discard; Albedo = vec4(col.xyz, 1.); //} else { // Albedo = gl_Color; //} NormalDepth = vec4(0.5 * normalize(nor) + 0.5, gl_FragCoord.z); Specular = vec4(1. - col.a); }