add emission gbuffer attachment
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@@ -1,6 +1,7 @@
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layout (location = 0) out vec4 f_color;
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layout (location = 1) out vec4 f_position;
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layout (location = 2) out vec4 f_normal;
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layout (location = 3) out vec4 f_emission;
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in float a_distance;
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in float a_fog;
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@@ -12,6 +13,7 @@ in vec3 a_realnormal;
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in vec3 a_skyLight;
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in vec4 a_modelpos;
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in vec4 a_torchLight;
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in float a_emission;
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uniform sampler2D u_texture0;
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uniform samplerCube u_skybox;
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@@ -47,8 +49,8 @@ void main() {
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vec3 fogColor = texture(u_skybox, a_dir).rgb;
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f_color = mix(f_color, vec4(fogColor, 1.0), a_fog);
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#endif
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f_color.a = alpha;
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f_position = vec4(a_position, 1.0);
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f_normal = vec4(a_normal, 1.0);
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f_emission = vec4(a_emission);
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}
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