#version 460 core uniform sampler2D albedo; uniform sampler2D depth; uniform sampler2D normal; uniform sampler2D material; uniform sampler2D position; in vec3 pos; in vec2 tex; out vec4 FragColor; float map(float value, float min1, float max1, float min2, float max2) { return min2 + (value - min1) * (max2 - min2) / (max1 - min1); } void main() { FragColor = texture(position, tex); }