#version 330 core #extension GL_ARB_shading_language_420pack : enable include(`materialOut.glsl') in vec3 rposition; in vec2 texCoord; layout(binding = 0) uniform sampler2D texture0; uniform ivec3 viewPoint; void main() { gPosition = ivec4(viewPoint + rposition, 1); gNormal = vec4(0, 0, 1, 1); gAlbedoSpec = texture(texture0, texCoord); }