Update gbuffer.fs for GLES3
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#version 100
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#version 300 es
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precision mediump float;
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precision highp float;
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// Input vertex attributes (from vertex shader)
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layout (location = 0) out vec4 gPosition;
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varying vec3 fragPosition;
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layout (location = 1) out vec4 gNormal;
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varying vec2 fragTexCoord;
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layout (location = 2) out vec4 gAlbedoSpec;
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varying vec3 fragNormal;
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varying vec4 fragColor;
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// TODO: Is there some alternative for GLSL100
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in vec3 fragPosition;
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//layout (location = 0) out vec3 gPosition;
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in vec2 fragTexCoord;
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//layout (location = 1) out vec3 gNormal;
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in vec3 fragNormal;
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//layout (location = 2) out vec4 gAlbedoSpec;
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in vec4 fragColor;
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//uniform vec3 gPosition;
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//uniform vec3 gNormal;
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//uniform vec4 gAlbedoSpec;
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// Input uniform values
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uniform sampler2D diffuseTexture;
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uniform sampler2D texture0; // Diffuse texture
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uniform sampler2D specularTexture;
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uniform sampler2D specularTexture;
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void main()
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void main() {
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{
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// store the fragment position vector in the first gbuffer texture
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// Store the fragment position vector in the first gbuffer texture
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gPosition = vec4(fragPosition,1.0);
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//gPosition = fragPosition;
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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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// Store the per-fragment normals into the gbuffer
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// and the diffuse per-fragment color
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//gNormal = normalize(fragNormal);
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gAlbedoSpec.rgb = texture(diffuseTexture, fragTexCoord).rgb;
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// store specular intensity in gAlbedoSpec's alpha component
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// Store the diffuse per-fragment color
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gAlbedoSpec.a = texture(specularTexture, fragTexCoord).r;
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gl_FragColor.rgb = texture2D(texture0, fragTexCoord).rgb;
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// Store specular intensity in gAlbedoSpec's alpha component
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gl_FragColor.a = texture2D(specularTexture, fragTexCoord).r;
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}
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}
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