15 lines
299 B
GLSL
15 lines
299 B
GLSL
uniform sampler2D tex;
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in vec2 uv;
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in vec3 nor;
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in vec4 color;
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layout (location = 0) out vec3 RSMColor;
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layout (location = 1) out vec3 RSMNormals;
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void main()
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{
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if (texture(tex, uv).a < .5) discard;
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RSMColor = texture(tex, uv).xyz * color.rgb;
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RSMNormals = .5 * normalize(nor) + .5;
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}
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