#version 440 layout (location = 0) out vec3 gPosition; layout (location = 1) out vec3 gNormal; layout (location = 2) out vec4 gAlbedoSpec; in vec2 TexCoords; in vec3 FragPos; in vec3 Normal; uniform sampler2D tex; void main() { gPosition = FragPos; gNormal = normalize(Normal); gAlbedoSpec.rgb = texture(tex, TexCoords).rgb; gAlbedoSpec.a = 1; }