// Pass 1 fragment shader
//
// Outputs colour, normal, depth to three textures
#version 300 es
in mediump vec3 colour;
in mediump vec3 normal;
in mediump float depth;
// Output to the three textures.Location i corresponds to
// GL_COLOUR_ATTACHMENT + i in the Framebuffer Object (FBO).
layout (location = 0) out mediump vec3 fragColour;
layout (location = 1) out mediump vec3 fragNormal;
layout (location = 2) out mediump vec3 fragDepth;
// Interpolated inputs as simply copied to the three outputs.You do
// not have to modify this shader.
void main()
{
fragColour = colour;
fragNormal = normal;
fragDepth= vec3( depth ); // depth is stored (inefficiently) in an RGB texture
}
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