#ifdef GL_ARB_bindless_texture layout(bindless_sampler) uniform sampler2D tex; #else uniform sampler2D tex; #endif #if __VERSION__ >= 130 in vec3 nor; in vec2 uv; out vec3 EncodedNormal; #else varying vec3 nor; #define EncodedNormal gl_FragColor.xy #endif vec2 EncodeNormal(vec3 n); void main(void) { float glossmap = texture(tex, uv).x; EncodedNormal.xy = 0.5 * EncodeNormal(normalize(nor)) + 0.5; EncodedNormal.z = exp2(10. * glossmap + 1.); }