Update gbuffer.fs for GLES3
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@ -11,8 +11,10 @@ in vec2 fragTexCoord;
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in vec3 fragNormal;
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in vec4 fragColor;
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uniform sampler2D diffuseTexture;
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uniform sampler2D specularTexture;
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uniform vec4 colDiffuse;
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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void main() {
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// store the fragment position vector in the first gbuffer texture
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@ -20,7 +22,7 @@ void main() {
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// also store the per-fragment normals into the gbuffer
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gNormal = vec4(normalize(fragNormal),1.0);
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// and the diffuse per-fragment color
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gAlbedoSpec.rgb = texture(diffuseTexture, fragTexCoord).rgb;
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gAlbedoSpec.rgb = texture(texture0, fragTexCoord).rgb * colDiffuse.rgb;
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// store specular intensity in gAlbedoSpec's alpha component
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gAlbedoSpec.a = texture(specularTexture, fragTexCoord).r;
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gAlbedoSpec.a = pow(texture(texture1, fragTexCoord).r*1.6,16.0);
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}
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