#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); }