#define _Instancing #define _NormalMapping #define _VCols #extension GL_EXT_draw_buffers : require #ifdef GL_ES precision mediump float; #endif #ifdef _NormalMapping #define _Texturing #endif #ifdef _Texturing uniform sampler2D stex; #endif uniform sampler2D shadowMap; #ifdef _NormalMapping uniform sampler2D normalMap; #endif uniform bool lighting; uniform bool receiveShadow; uniform float roughness; varying vec3 position; #ifdef _Texturing varying vec2 texCoord; #endif varying vec3 normal; varying vec4 lPos; varying vec4 matColor; varying vec3 lightDir; varying vec3 eyeDir; void kore() { gl_FragData[0] = vec4(position.xyz, 0); gl_FragData[1] = vec4(normal.xyz, 0); #ifdef _Texturing gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0); #endif }