Files
2026-07-11 16:44:48 -04:00

24 lines
522 B
GLSL

#version 330 core
layout (location = 0) out vec3 gPosition;
layout (location = 1) out vec3 gNormal;
layout (location = 2) out vec4 gAlbedo;
layout (location = 3) out vec4 gLightSpacePos;
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
in vec4 FragPosLightSpace;
uniform sampler2D tex;
void main()
{
vec4 albedo = texture(tex, TexCoord);
if (albedo.a < 0.1) discard;
gPosition = FragPos;
gNormal = normalize(Normal);
gAlbedo = albedo;
gLightSpacePos = FragPosLightSpace;
}