#version 130 uniform sampler2D Albedo; uniform sampler2D DiffuseMap; uniform sampler2D SpecularMap; uniform sampler2D SSAO; uniform vec2 screen; uniform vec3 ambient; in vec2 uv; out vec4 FragColor; void main(void) { vec4 color = texture(Albedo, uv); if (color.a < 0.5) discard; vec2 tc = gl_FragCoord.xy / screen; vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz; vec3 SpecularComponent = texture(SpecularMap, tc).xyz; float ao = texture(SSAO, tc).x; vec3 LightFactor = ao * ambient + DiffuseComponent + SpecularComponent; FragColor = vec4(color.xyz * LightFactor, 1.); }