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#version 460 core
#extension GL_ARB_shading_language_include : enable
layout(binding = 0) uniform sampler2D textureAlbedo;
layout(location = 0) out vec4 bNormal;
layout(location = 1) out vec4 bAlbedoSpec;
#include "materialCommon.glsl"
#include "materialDetail.glsl"
in vec2 gTexCoords;
in vec3 gNormal;
in vec4 gColour;
flat in MaterialDetail gMaterial;
void
main()
{
vec4 textureColour = getTextureColour(gMaterial, gTexCoords);
float opaque = step(0.5, mix(textureColour.a, 1, gColour.a));
bNormal = vec4(gNormal, opaque);
gl_FragDepth = mix(1.0, gl_FragCoord.z, opaque);
bAlbedoSpec = mix(textureColour, vec4(gColour.rgb, 1), gColour.a);
}
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