Updated Deferred shaders
Former-commit-id: 8f8f7529f952a65bfe1a34a06e3fdd5bd900f138
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@ -78,8 +78,8 @@ void main()
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Texture3: Depth texture
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*/
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RenderTarget0 = vec4(diffuseColor.rgb, 1.0);
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RenderTarget1 = vec4(normal*0.5 + 0.5, 0.0);
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RenderTarget2 = vec4(specularColor, MaterialShininess);
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RenderTarget1 = vec4(normal*0.5 + 0.5, gl_FragCoord.z);
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RenderTarget2 = vec4(specularColor, log2(MaterialShininess)/10.5); // http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf
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#else // LIGHTING
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RenderTarget0 = vec4(diffuseColor.rgb, 0.0);
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#endif
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