#version 120 /* DRAWBUFFERS:56 */ #define gbuffers_texturedblock #include "shaders.settings" varying vec4 color; varying vec2 texcoord; varying vec3 ambientNdotL; uniform sampler2D texture; void main() { vec4 albedo = texture2D(texture, texcoord.xy)*color; vec3 finalColor = pow(albedo.rgb,vec3(2.2)) * ambientNdotL.rgb; gl_FragData[0] = vec4(finalColor, albedo.a); gl_FragData[1] = vec4(normalize(albedo.rgb+0.00001), albedo.a); }