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// Copyright (C) 2025 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
// ![gbuffer augment shader]
void MAIN_FRAGMENT_AUGMENT()
{
vec3 baseColor = BASE_COLOR.rgb;
float metalness = METALNESS;
float roughness = ROUGHNESS;
vec3 worldNormal = normalize(WORLD_NORMAL);
// GBuffer 0: albedo + metalness
GBUFFER0 = vec4(baseColor, metalness);
// GBuffer 1: normal (encoded to 0..1) + roughness
GBUFFER1 = vec4(worldNormal * 0.5 + 0.5, roughness);
// GBuffer 2: world position
GBUFFER2 = vec4(qt_varWorldPos, 1.0);
}
// ![gbuffer augment shader]