#version 460 core #extension GL_ARB_shading_language_include : enable #include "materialOut.glsl" in vec3 rposition; in vec2 texCoord; layout(binding = 0) uniform sampler2D texture0; void main() { gPosition = vec4(rposition, 1); gNormal = vec4(0, 0, 1, 1); gAlbedoSpec = texture(texture0, texCoord); }