//include version.glsl in vec2 uv; out vec4 frag_color; //uniform sampler2D sampler; uniform sampler2D albedo_map; uniform sampler2D position_map; uniform sampler2D normal_map; uniform sampler2D uv_map; void main() { //frag_color = texture2D(sampler, uv); frag_color = texture(albedo_map, uv); frag_color = texture(position_map, uv); frag_color = texture(normal_map, uv); frag_color = texture(uv_map, uv); }