Update deferred_shading.fs for GLES3

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MikiZX1 2025-01-18 15:53:43 +01:00 committed by GitHub
parent b51a84977f
commit 1e3dc61a1f
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@ -1,12 +1,11 @@
#version 100
#version 300 es
precision mediump float;
precision highp float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
out vec4 finalColor;
in vec2 texCoord;
// Input uniform values
uniform sampler2D gPosition;
uniform sampler2D gNormal;
uniform sampler2D gAlbedoSpec;
@ -26,14 +25,13 @@ uniform vec3 viewPosition;
const float QUADRATIC = 0.032;
const float LINEAR = 0.09;
void main()
{
vec3 fragPosition = texture2D(gPosition, fragTexCoord).rgb;
vec3 normal = texture2D(gNormal, fragTexCoord).rgb;
vec3 albedo = texture2D(gAlbedoSpec, fragTexCoord).rgb;
float specular = texture2D(gAlbedoSpec, fragTexCoord).a;
void main() {
vec3 fragPosition = texture(gPosition, texCoord).rgb;
vec3 normal = texture(gNormal, texCoord).rgb;
vec3 albedo = texture(gAlbedoSpec, texCoord).rgb;
float specular = texture(gAlbedoSpec, texCoord).a;
vec3 ambient = albedo*vec3(0.1);
vec3 ambient = albedo * vec3(0.1f);
vec3 viewDirection = normalize(viewPosition - fragPosition);
for(int i = 0; i < NR_LIGHTS; ++i)
@ -54,6 +52,5 @@ void main()
ambient += diffuse + specular;
}
gl_FragColor = vec4(ambient, 1.0);
finalColor = vec4(ambient, 1.0);
}