in vec4 color; in vec3 normal; in vec2 uv; layout(location = 0) out vec4 o_diffuse_color; layout(location = 1) out vec3 o_normal_depth; layout(location = 2) out vec2 o_gloss_map; #stk_include "utils/encode_normal.frag" #stk_include "utils/sp_texture_sampling.frag" void main(void) { vec4 col = sampleTextureLayer0(uv); if (col.a < 0.5) { discard; } vec3 final_color = col.xyz * color.xyz; o_diffuse_color = vec4(final_color, 1.0); #if defined(Advanced_Lighting_Enabled) o_normal_depth.xy = 0.5 * EncodeNormal(normalize(normal)) + 0.5; o_normal_depth.z = 0.0; o_gloss_map = vec2(0.0, 0.1); #endif }