#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() { #ifdef GL_ARB_bindless_texture vec4 col = texture(handle, uv); #else vec4 col = texture(tex, uv); #endif if (col.a < 0.5) discard; EncodedNormal.xy = 0.5 * EncodeNormal(normalize(nor)) + 0.5; EncodedNormal.z = 1.; }