layout (location = 0) out vec4 f_color; layout (location = 1) out vec4 f_position; layout (location = 2) out vec4 f_normal; layout (location = 3) out vec4 f_emission; in float a_distance; in float a_fog; in vec2 a_texCoord; in vec3 a_dir; in vec3 a_normal; in vec3 a_position; in vec3 a_realnormal; in vec3 a_skyLight; in vec4 a_modelpos; in vec4 a_torchLight; in float a_emission; uniform sampler2D u_texture0; uniform samplerCube u_skybox; uniform vec3 u_sunDir; // flags uniform bool u_alphaClip; uniform bool u_debugLights; uniform bool u_debugNormals; #include void main() { vec4 texColor = texture(u_texture0, a_texCoord); float alpha = texColor.a; if (u_alphaClip) { if (alpha < 0.2f) discard; alpha = 1.0; } else { if (alpha < 0.002f) discard; } if (u_debugLights) texColor.rgb = u_debugNormals ? (a_normal * 0.5 + 0.5) : vec3(1.0); else if (u_debugNormals) { texColor.rgb *= a_normal * 0.5 + 0.5; } f_color = texColor; f_color.rgb *= min(vec3(1.0), a_torchLight.rgb + a_skyLight); #ifndef ADVANCED_RENDER vec3 fogColor = texture(u_skybox, a_dir).rgb; f_color = mix(f_color, vec4(fogColor, 1.0), a_fog); #endif f_color.a = alpha; f_position = vec4(a_position, 1.0); f_normal = vec4(a_normal, 1.0); f_emission = vec4(vec3(a_emission), 1.0); }