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Template PBR lighting tut with folder re-structure to fit PBR tuts.
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11
src/5.advanced_lighting/8.deferred_shading/fbo_debug.frag
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11
src/5.advanced_lighting/8.deferred_shading/fbo_debug.frag
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// fragment shader
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D fboAttachment;
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void main()
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{
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FragColor = texture(fboAttachment, TexCoords);
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}
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src/5.advanced_lighting/8.deferred_shading/fbo_debug.vs
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src/5.advanced_lighting/8.deferred_shading/fbo_debug.vs
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// vertex shader
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#version 330 core
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layout (location = 0) in vec2 position;
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layout (location = 1) in vec2 texCoords;
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out vec2 TexCoords;
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void main()
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{
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gl_Position = vec4(position, 0.0f, 1.0f);
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TexCoords = texCoords;
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}
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