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#version 460 core
#extension GL_ARB_shading_language_include : enable
layout(binding = 1) uniform usampler2DRect materialData;
#include "getMaterialDetail.glsl"
#include "materialDetail.glsl"
#include "meshIn.glsl"
out vec3 FragPos;
out vec2 TexCoords;
flat out MaterialDetail Material;
out vec3 Normal;
out vec4 Colour;
void
main()
{
TexCoords = texCoord;
Material = getMaterialDetail(material);
FragPos = position;
Colour = colour;
Normal = normal;
}
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