lighting-deferred.glsl 408 B

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  1. //@renderpasses 4,8,20,24
  2. //@import "pbr"
  3. //@vertex
  4. void main(){
  5. transformQuadVertex();
  6. }
  7. //@fragment
  8. void main(){
  9. vec4 color_m=texture2D( r_ColorBuffer,v_BufferCoords );
  10. vec4 normal_r=texture2D( r_NormalBuffer,v_BufferCoords );
  11. vec3 position=fragmentPosition();
  12. vec3 normal=normalize( normal_r.xyz * 2.0 - 1.0 );
  13. emitPbrFragment( color_m.rgb,color_m.a,normal_r.a,position,normal );
  14. }