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out vec4 fragColor;
layout(location = 0) out vec4 materialData;
layout(location = 1) out vec4 normalData;
layout(location = 2) out uint objectId;
void main()
{
const float a = 0.25;
#ifdef SHADOW_PASS
materialData.rgb = gl_FrontFacing ? vec3(a, -a, 0.0) : vec3(-a, a, 0.0);
#else
materialData.rgb = gl_FrontFacing ? vec3(a, a, -a) : vec3(-a, -a, a);
#endif
materialData.a = 0.0;
normalData = vec4(0.0);
objectId = 0u;
}
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