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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_shader_interface_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_image_lib.glsl)
#ifndef WORKBENCH_SHADER_SHARED_H
layout(location = 0) out vec4 materialData;
layout(location = 1) out vec2 normalData;
layout(location = 2) out uint objectId;
#endif
uniform bool useMatcap = false;
void main()
{
normalData = workbench_normal_encode(gl_FrontFacing, normal_interp);
materialData = vec4(color_interp, packed_rough_metal);
objectId = uint(object_id);
if (useMatcap) {
/* For matcaps, save front facing in alpha channel. */
materialData.a = float(gl_FrontFacing);
}
#ifdef V3D_SHADING_TEXTURE_COLOR
materialData.rgb = workbench_image_color(uv_interp);
#endif
}
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