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- #version 430
- layout (location = 0) out vec3 worldPosition;
- layout (location = 1) out vec3 worldNormal;
- layout (location = 2) out vec4 worldColor;
- layout (binding = 0) uniform sampler2D samp;
- uniform bool useTexture;
- uniform bool useColor;
- uniform bool useMixColor;
- uniform vec4 mixColor;
- uniform bool useNormals;
- in vec3 varPosition;
- in vec2 varTextureCoord;
- in vec4 varColor;
- in vec3 varNormal;
- void main(void)
- {
- vec4 color = vec4(0, 0, 0, 1);
- if(useTexture)
- {
- color = texture(samp, varTextureCoord);
- if(useColor)
- {
- if(useMixColor)
- {
- color = (color + mixColor) * 0.5;
- }
- else
- {
- color = vec4(varColor.xyz, color.w);
- }
- }
- }
- else
- {
- color = varColor;
- }
- worldPosition = varPosition;
- worldNormal = normalize(varNormal);
- worldColor = color;
- }
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