Implement something like deferred lighting
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@@ -1,15 +1,11 @@
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#version 430 core
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out vec4 FragColor;
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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uniform sampler2D aTexture;
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in vec4 gColor;
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in vec2 gTexCoord;
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uniform sampler2D aTexture;
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void main()
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{
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FragColor = texture(aTexture, vec2 (gTexCoord.x * 0.0078125, gTexCoord.y)) * gColor;
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// FragColor = texture(aTexture, vTexCoord);
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// FragColor = gColor;
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// FragColor = vec4 (1,1,1,1);
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fCol = texture(aTexture, vec2 (gTexCoord.x * 0.0078125, gTexCoord.y)) * gColor;
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fPos = vec4(0,0,0,0);
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}
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