Basic working deferred rendering
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#version 430
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layout (binding=0) uniform sampler2D DiffuseTexture;
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layout (binding=1) uniform sampler2D PositionTexture;
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layout (binding=2) uniform sampler2D NormalTexture;
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in VertexData
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{
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vec3 Position;
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vec3 Normal;
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vec2 TextureCoord;
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} Input;
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out vec4 FragColor;
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void main()
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{
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FragColor = texture2D(DiffuseTexture, Input.TextureCoord);
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}
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