#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2D samplerColor; layout (location = 0) in vec3 inNormal; layout (location = 1) in vec2 inUV; layout (location = 2) in vec3 inColor; layout (location = 3) in vec3 inWorldPos; layout (location = 0) out vec4 outPosition; layout (location = 1) out vec4 outNormal; layout (location = 2) out vec4 outAlbedo; void main() { outPosition = vec4(inWorldPos, 1.0); outNormal = vec4(inNormal, 1.0); outAlbedo = texture(samplerColor, inUV); }