#version 330 core in vec3 FragPos; in vec2 TexCoords; in vec3 Normal; in vec4 Colour; out vec4 gPosition; out vec4 gNormal; out vec4 gAlbedoSpec; uniform sampler2D texture0; void main() { float clear = round(texture(texture0, TexCoords).a); gPosition = vec4(FragPos, clear); gNormal = vec4(Normal, clear); gAlbedoSpec = mix(texture(texture0, TexCoords), vec4(Colour.rgb, 1), Colour.a); }