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