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13
leenkx/Shaders/deferred_light_solid/deferred_light.frag.glsl
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13
leenkx/Shaders/deferred_light_solid/deferred_light.frag.glsl
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#version 450
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#include "compiled.inc"
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#include "std/gbuffer.glsl"
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uniform sampler2D gbuffer1;
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in vec2 texCoord;
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out vec4 fragColor;
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void main() {
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fragColor.rgb = textureLod(gbuffer1, texCoord, 0.0).rgb; // Basecolor.rgb
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}
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