{
	textures: {
		// these use the alpha channel for blending
		diffuse: {internalType: "GL_RGB8", format: "GL_RGB", size: "GL_UNSIGNED_BYTE"},
		normal: {internalType: "GL_RGB8", format: "GL_RGB", size: "GL_UNSIGNED_BYTE"},
		
		// metalness, roughness, AO
		material: {internalType: "GL_RGB8", format: "GL_RGB", size: "GL_UNSIGNED_BYTE"},
		lighting: {internalType: "GL_RGB16F", format: "GL_RGB", size: "GL_HALF_FLOAT"},
		depth: {internalType: "GL_DEPTH_COMPONENT32", format: "GL_DEPTH_COMPONENT", size: "GL_FLOAT"},
	},
	
	framebuffers: {
		gbuf: [
			{ tex: "diffuse",   target: 0 },  
			{ tex: "normal",    target: 1 },  
			{ tex: "material",  target: 2 },  
			{ tex: "lighting",  target: 3 },  
			{ tex: "depth",     target: 4 }
		],
		decals: [
			{ tex: "diffuse",   target: 0 },  
			{ tex: "normal",    target: 1 },  
			{ tex: "material",  target: 2 },  
			{ tex: "lighting",  target: 3 },  
			{ tex: "depth",     target: 4 }
		],
		lighting: [
			{ tex: "lighting",  target: 0 },  
		]
		
	}
	
	
	
}














