#version 330 core #extension GL_ARB_shading_language_420pack : enable layout(binding = 0) uniform sampler2D textureAlbedo; include(`materialInterface.glsl') include(`materialOut.glsl') include(`materialCommon.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); }