#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2D samplerColor; layout (binding = 2) uniform sampler2D samplerNormalMap; layout (location = 0) in vec3 inNormal; layout (location = 1) in vec3 inColor; layout (location = 2) in vec3 inWorldPos; layout (location = 0) out vec4 outColor; layout (location = 1) out vec4 outPosition; layout (location = 2) out vec4 outNormal; layout (location = 3) out vec4 outAlbedo; void main() { outPosition = vec4(inWorldPos, 1.0); vec3 N = normalize(inNormal); N.y = -N.y; outNormal = vec4(N, 1.0); outAlbedo = vec4(inColor, 1.0); // Write color attachments to avoid undefined behaviour (validation error) outColor = vec4(0.0); }