#version 450

layout (binding = 1) uniform sampler2D samplerColor;

layout (location = 0) in vec2 inUv;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec4 inColor;

layout (location = 0) out vec4 outAlbedoSpecular;
layout (location = 1) out vec4 outNormal;

void main() {
	outAlbedoSpecular = texture(samplerColor, inUv);
	outAlbedoSpecular = vec4(1,1,1,1);
	outAlbedoSpecular.rgb *= inColor.rgb;
	outAlbedoSpecular.a = 1;
//	outPosition = vec4(inPosition, 1.0);
	outNormal = vec4(normalize(inNormal), 1.0);
}