#version 450 core layout (location=0) out vec4 fCol; layout (location=1) out vec4 fPos; uniform sampler2D aTexture; in vec4 gColor; in vec2 gTexCoord; void main() { fCol = texture(aTexture, vec2 (gTexCoord.x * 0.0078125, gTexCoord.y)) * gColor; fPos = vec4(0,0,0,0); }