@export clay.deferred.ambient_light uniform sampler2D gBufferTexture1; uniform sampler2D gBufferTexture3; uniform vec3 lightColor; uniform vec2 windowSize: WINDOW_SIZE; void main() { vec2 uv = gl_FragCoord.xy / windowSize; vec4 texel1 = texture2D(gBufferTexture1, uv); // Is empty if (dot(texel1.rgb, vec3(1.0)) == 0.0) { discard; } vec3 albedo = texture2D(gBufferTexture3, uv).rgb; gl_FragColor.rgb = lightColor * albedo; gl_FragColor.a = 1.0; } @end