#version 450 #ifdef GL_ES precision mediump float; #endif #include "../compiled.glsl" #include "../std/gbuffer.glsl" // getNor() uniform sampler2D tex; in vec2 texCoord; out vec4 fragColor; void main() { vec4 col = texture(tex, texCoord); vec3 n = getNor(col.rg); fragColor = vec4(n * 0.5 + 0.5, 1.0); }