18 lines
309 B
GLSL
18 lines
309 B
GLSL
#version 130
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uniform float far;
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uniform float objectid;
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uniform sampler2D tex;
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noperspective in vec3 nor;
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in vec2 uv;
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out vec4 Albedo;
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out vec4 NormalDepth;
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out vec4 Specular;
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void main()
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{
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Albedo = texture(tex, uv);
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NormalDepth = vec4(0.5 * normalize(nor) + 0.5, gl_FragCoord.z);
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Specular = vec4(0.);
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}
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