stk-code_catmod/data/shaders/object_pass1.frag
2015-01-01 03:18:13 +01:00

19 lines
340 B
GLSL

#ifdef Use_Bindless_Texture
layout(bindless_sampler) uniform sampler2D tex;
#else
uniform sampler2D tex;
#endif
in vec3 nor;
in vec2 uv;
out vec3 EncodedNormal;
vec2 EncodeNormal(vec3 n);
void main(void)
{
float glossmap = texture(tex, uv).x;
EncodedNormal.xy = 0.5 * EncodeNormal(normalize(nor)) + 0.5;
EncodedNormal.z = glossmap;
}