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Additional resources from the Raylib repo.

This commit is contained in:
Meatcorps 2026-05-21 06:09:28 +02:00
commit ce3a7da69b
150 changed files with 41499 additions and 0 deletions

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#version 120
// Input vertex attributes (from vertex shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec3 fragNormal;
varying vec4 fragColor;
// TODO: Is there some alternative for GLSL100
//layout (location = 0) out vec3 gPosition;
//layout (location = 1) out vec3 gNormal;
//layout (location = 2) out vec4 gAlbedoSpec;
//uniform vec3 gPosition;
//uniform vec3 gNormal;
//uniform vec4 gAlbedoSpec;
// Input uniform values
uniform sampler2D texture0; // Diffuse texture
uniform sampler2D specularTexture;
void main()
{
// Store the fragment position vector in the first gbuffer texture
//gPosition = fragPosition;
// Store the per-fragment normals into the gbuffer
//gNormal = normalize(fragNormal);
// Store the diffuse per-fragment color
gl_FragColor.rgb = texture2D(texture0, fragTexCoord).rgb;
// Store specular intensity in gAlbedoSpec's alpha component
gl_FragColor.a = texture2D(specularTexture, fragTexCoord).r;
}