1.add cnp.gbuffer
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@ -20,8 +20,11 @@
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[gbuffer_to_attribute]
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[gbuffer_to_attribute]
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BaseColor =gb_color_metallic.rgb;
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vec4 gb_cm=texture(gb_color_metallic,FragmentPosition);
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Metallic =gb_color_metallic.a;
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vec4 gb_cr=texture(gb_normal_roughness,FragmentPosition);
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Normal =gb_normal_roughness.rgb;
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BaseColor =gb_cm.rgb;
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Roughness =gb_normal_roughness.a;
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Metallic =gb_cm.a;
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Normal =gb_cr.rgb;
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Roughness =gb_cr.a;
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23
res/shader/cnp.gbuffer
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23
res/shader/cnp.gbuffer
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@ -0,0 +1,23 @@
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[attribute]
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vec3 BaseColor;
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vec3 Normal;
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vec3 Position;
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[gbuffer]
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vec3 gb_color;
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vec3 gb_normal;
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vec3 gb_position;
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[attribute_to_gbuffer]
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gb_color=BaseColor;
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gb_normal=Normal;
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gb_position=Position;
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[gbuffer_to_attribute]
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BaseColor =texture(gb_color, FragmentPosition);
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Normal =texture(gb_normal, FragmentPosition);
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Position =texture(gb_position, FragmentPosition);
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