varying vec2 v_vTexcoord; varying vec4 v_worldPosition; varying vec3 v_viewPosition; varying vec3 v_vNormal; uniform int mat_flip; uniform int use_normal; uniform int use_8bit; uniform float normal_strength; uniform sampler2D normal_map; uniform vec2 mat_texScale; uniform vec2 mat_texShift; void main() { vec2 uv_coord = v_vTexcoord; if(mat_flip == 1) uv_coord.y = -uv_coord.y; uv_coord = fract(uv_coord * mat_texScale + mat_texShift); vec4 mat_baseColor = texture2D( gm_BaseTexture, uv_coord ); if(mat_baseColor.a < 0.1) discard; vec3 normal = v_vNormal; if(use_normal == 1) normal += (texture2D(normal_map, uv_coord).rgb * 2. - 1.) * normal_strength; gl_FragData[0] = vec4(v_worldPosition.xyz, mat_baseColor.a); gl_FragData[1] = vec4(v_viewPosition, mat_baseColor.a); gl_FragData[2] = vec4(normalize(normal), mat_baseColor.a); }