#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 gNorm; in vec4 gColor; in float gRot; layout (binding=1) uniform sampler2DArray normalSampler; layout (binding=2) uniform sampler2DArray diffuseSampler; 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 = gColor * texture(tex,tPos); fCol = texture(diffuseSampler,gTexCoords); fPos = gPos; vec4 basenorm = texture(normalSampler,gTexCoords) - 0.5; //fNorm = fPos - vec4(rotateV2(gRot,basenorm.xz), basenorm.y,0); vec2 n = rotateV2(gRot,vec2(-basenorm.x,-basenorm.z)); fNorm = vec4(fPos.xyz - vec3(n,basenorm.y),0); }