#include "core/packing" uniform sampler2D geometryBuffer; void mainImage(const vec4 inputColor, const vec2 uv, out vec4 outputColor) { vec4 normalMetalnessRoughness = texture(geometryBuffer, uv); #ifdef OUTPUT_NORMAL vec3 normal = unpackVec2ToNormal(texture(geometryBuffer, uv).xy); outputColor = vec4(normal * 0.5 + 0.5, inputColor.a); #endif // OUTPUT_NORMAL #ifdef OUTPUT_PBR outputColor = vec4( vec3(normalMetalnessRoughness.b, normalMetalnessRoughness.a, 0.0), inputColor.a ); #endif // OUTPUT_PBR }