//include common.glsl commonFrag.glsl version.glsl uniform sampler2D diffuse_texture; out vec4 gbuffer[4]; void main() { // gl_FragData[0] = diffuse_color * texture(diffuse_texture, uv); // gl_FragData[1] = vec4(vertex.xyz, 1.0); // gl_FragData[2] = vec4(normal.xyz, 1.0); // gl_FragData[3] = vec4(uv, 0.0, 1.0); gbuffer[0] = diffuse_color * texture(diffuse_texture, uv); gbuffer[1] = vec4(vertex.xyz, 1.0); gbuffer[2] = vec4(normal.xyz, 1.0); gbuffer[3] = vec4(uv, 0.0, 1.0); // gbuffer[0] = (diffuse_color * texture(diffuse_texture, uv)).xyz; // gbuffer[1] = vertex.xyz; // gbuffer[2] = normal.xyz; // gbuffer[3] = vec3(uv, 0.0); }