#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; in vec3 RawColor; out vec3 FragColor; uniform sampler2D tex; void main() { //gPosition = FragPos; //gPosition = normalize(abs(FragPos)); // gPosition = vec3(1,1,1); // // gNormal = normalize(Normal); // // gAlbedoSpec.rgb = vec3(1,0,1); // gAlbedoSpec.a = 1; //gAlbedoSpec.rgb = texture(tex, TexCoords).rgb; //gAlbedoSpec.a = texture(texture_specular1, TexCoords).r; FragColor = RawColor; }