#version 430 layout (binding = 0) uniform sampler3D samp; in vec3 varTexture; out vec4 color; void main(void) { //float f = texture(samp, varTexture).r; float x = varTexture.x - int(varTexture.x); float y = varTexture.y - int(varTexture.y); float z = varTexture.z - int(varTexture.z); color = vec4(x, y, z, 1.0); //color = vec4(varTexture, 0.0, 1.0); }