layout (location = 0) out vec4 f_color; layout (location = 1) out vec4 f_position; layout (location = 2) out vec4 f_normal; layout (location = 3) out vec4 f_emission; #include in vec4 a_torchLight; uniform sampler2D u_texture0; uniform vec3 u_sunDir; // flags uniform bool u_alphaClip; uniform bool u_debugLights; uniform bool u_debugNormals; uniform vec4 u_tint; void main() { f_color.rgb = max(a_torchLight.rgb, a_skyLight); f_color.a = 1.0; f_color *= u_tint; #ifndef ADVANCED_RENDER vec3 fogColor = texture(u_skybox, a_dir).rgb; f_color = mix(f_color, vec4(fogColor, 1.0), a_fog); #endif f_position = vec4(a_position, 1.0); f_normal = vec4(a_normal, 1.0); f_emission = vec4(vec3(a_emission), 1.0); }