#version 430 in vec2 TexCoord0; in vec3 Normal0; in vec3 WorldPos0; layout (location = 0) out vec3 WorldPosOut; layout (location = 1) out vec3 DiffuseOut; layout (location = 2) out vec3 NormalOut; layout (location = 3) out vec3 TexCoordOut; uniform sampler2D gColorMap; void main() { WorldPosOut = WorldPos0; DiffuseOut = texture(gColorMap, TexCoord0).xyz; NormalOut = normalize(Normal0); TexCoordOut = vec3(TexCoord0, 0.0); }