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LearnOpenGL/src/5.advanced_lighting/9.ssao/9.ssao_geometry.fs
2017-04-24 22:57:05 +02:00

18 lines
474 B
GLSL

#version 330 core
layout (location = 0) out vec3 gPosition;
layout (location = 1) out vec3 gNormal;
layout (location = 2) out vec3 gAlbedo;
in vec2 TexCoords;
in vec3 FragPos;
in vec3 Normal;
void main()
{
// store the fragment position vector in the first gbuffer texture
gPosition = FragPos;
// also store the per-fragment normals into the gbuffer
gNormal = normalize(Normal);
// and the diffuse per-fragment color
gAlbedo.rgb = vec3(0.95);
}