RuntimeData/shader/c_gbuffer.frag

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#version 450 core
layout (binding = 1) uniform sampler2D samplerAlbedo;
layout (binding = 2) uniform sampler2D samplerNormalMap;
layout(location = 0) in vec3 FragmentColor;
layout(location = 1) in vec3 FragmentNormal;
layout(location = 2) in vec3 FragmentTangent;
layout(location = 3) in vec3 FragmentWorldPos;
layout(location = 4) in vec2 FragmentTexCoord;
layout (location = 0) out vec4 FragAlbedo;
layout (location = 1) out vec4 FragNormal;
layout (location = 2) out vec4 FragWorldPos;
void main()
{
FragWorldPos=vec4(FragmentWorldPos,1.0);
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FragAlbedo =texture(samplerAlbedo,FragmentTexCoord)*vec4(FragmentColor,1.0);
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vec3 N = normalize(FragmentNormal);
N.y = -N.y;
vec3 T = normalize(FragmentTangent);
vec3 B = cross(N, T);
mat3 TBN = mat3(T, B, N);
vec3 tnorm = TBN * normalize(texture(samplerNormalMap, FragmentTexCoord).xyz * 2.0 - vec3(1.0));
FragNormal = vec4(tnorm, 1.0);
}