#version 430 layout (location = 0) out vec3 worldPosition; layout (location = 1) out vec3 worldNormal; layout (location = 2) out vec4 worldColor; layout (binding = 0) uniform sampler2D samp; uniform mat4 projMatrix; uniform mat4 viewMatrix; uniform mat4 modelMatrix; in vec3 varPosition; in vec2 varTextureCoord; in vec4 varColor; in vec3 varNormal; void main(void) { worldPosition = varPosition; worldNormal = normalize(varNormal); //worldColor = vec4(1, 0, 0, 1); worldColor = texture(samp, varTextureCoord); //worldColor = varColor; }