#version 460 core uniform sampler2D s_albedo; uniform sampler2D s_normal; uniform sampler2D s_specular; uniform sampler2D s_roughness; uniform sampler2D s_metalic; in vec3 pos; in vec3 norm; in vec2 tex; out vec4 FragColor; out vec3 position; out vec3 albedo; out vec3 normal; out vec3 material; void main() { position = pos; albedo = texture(s_albedo, tex).rgb; normal = texture(s_normal, tex).rgb; material.x = texture(s_specular, tex).x; material.y = texture(s_roughness, tex).y; material.z = texture(s_metalic, tex).z; FragColor = texture(s_albedo, tex); }