#version 460 core #extension GL_ARB_shading_language_include : enable #include "materialOut.glsl" in vec4 FragPos; in vec2 TexCoords; uniform sampler2D texture0; void main() { gPosition = vec4(FragPos.xyz, 1); gNormal = vec4(0, 0, 1, 1); gAlbedoSpec = texture(texture0, TexCoords); gAlbedoSpec.a *= clamp(-FragPos.w * .0007, .1, 1.0); }