#version 450 core layout (location=0) out vec4 fCol; layout (location=1) out vec4 fPos; layout (location=2) out vec4 fNorm; in vec2 tPos; in vec4 gPos; in vec4 gNorm; in vec4 gColor; uniform sampler2D tex; void main() { fCol = gColor * texture(tex,tPos); fPos = gPos; fNorm = gNorm; }