#version 430 core in VS_OUT { vec3 frag_pos; vec3 normal; vec2 texcoord; vec3 tangent; } fs_in; layout(location = 0) out vec4 g_position; layout(location = 1) out vec4 g_normal; layout(location = 2) out vec4 g_albedo; layout(location = 3) out vec4 g_material; layout(location = 4) out uint g_material_id; uniform vec3 u_albedo; uniform float u_metallic; uniform float u_roughness; uniform float u_ior; uniform vec3 u_emission; uniform uint u_material_type; uniform uint u_material_id; uniform bool u_has_albedo_map; uniform sampler2D u_albedo_map; void main() { g_position = vec4(fs_in.frag_pos, 1.0); vec3 n = normalize(fs_in.normal); g_normal = vec4(n, 0.0); vec3 albedo = u_albedo; if (u_has_albedo_map) { albedo *= texture(u_albedo_map, fs_in.texcoord).rgb; } g_albedo = vec4(albedo, 1.0); g_material = vec4(u_metallic, u_roughness, u_ior, float(u_material_type)); g_material_id = u_material_id; }