#version 450 core in vec3 vTexPos; in vec3 vPos; layout (location=0) out vec4 fCol; layout (location=1) out vec4 fPos; layout (location=2) out vec4 normal; //layout (binding=0) uniform sampler2DArray tilesetSampler; layout (binding=1) uniform sampler2D normalSampler; void main() { //fCol = texture(tilesetSampler, vec3(0.3,0.1,0) + vTexPos); fCol = vec4(0.2,0.3,0.6,1); //fCol = vec4(0.6,0.4,0.3,1); fPos = vec4(vPos,1); normal = vec4(vec3(0.5) - texture(normalSampler,2*vTexPos.xy).xyz,0); }