#include #include flat in vec3 f_normal_raw; layout(location = 0) out vec4 out_color; #if MOTIONBLUR_ENABLED layout(location = 1) out vec4 out_motion; #endif void main() { float x = (gl_PointCoord.x - 0.5f) * 2.0f; float y = (gl_PointCoord.y - 0.5f) * 2.0f; float dist2 = abs(x * x + y * y); if (dist2 > 0.5f * 0.5f) discard; // color data space is shared with normals, ugh vec4 color = vec4(pow(f_normal_raw.rgb, vec3(2.2)), 1.0f); #if POSTFX_ENABLED out_color = color; #else out_color = tonemap(color); #endif #if MOTIONBLUR_ENABLED out_motion = vec4(0.0f); #endif }