#version 460 core #extension GL_ARB_shading_language_include : enable layout(binding = 0) uniform sampler2D textureAlbedo; #include "materialCommon.glsl" #include "materialInterface.glsl" #include "materialOut.glsl" void main() { vec4 textureColour = getTextureColour(Material, TexCoords); float opaque = step(0.5, mix(textureColour.a, 1, Colour.a)); gPosition = ivec4(FragPos, opaque); gNormal = vec4(Normal, opaque); gl_FragDepth = mix(1.0, gl_FragCoord.z, opaque); gAlbedoSpec = mix(textureColour, vec4(Colour.rgb, 1), Colour.a); }