#version 450 core layout (location=0) out vec4 fCol; layout (location=1) out vec4 fPos; layout (location=2) out vec4 fNorm; in vec2 tPos; in vec3 gTexCoords; in vec4 gPos; in vec4 gColor; in float gAng; layout (binding=40) uniform sampler2DArray diffuseSampler; layout (binding=41) uniform sampler2DArray normalSampler; vec2 rotateV2 (float a, vec2 v) { return vec2(v.x*cos(a) - v.y*sin(a), v.x*sin(a) + v.y*cos(a)); } void main() { fCol = texture(diffuseSampler,gTexCoords); fPos = gPos; vec4 basenorm = texture(normalSampler,gTexCoords) - 0.5; vec2 n1 = rotateV2(gAng,vec2(basenorm.x,basenorm.z)); fNorm = vec4(-vec3(n1,basenorm.y),0); }