#version 450 core layout(binding = 0) uniform WorldMatrix { mat4 ortho; mat4 projection; mat4 modelview; mat4 mvp; vec4 view_pos; } world; layout(push_constant) uniform Consts { mat4 local_to_world; } pc; layout(binding = 0) uniform sampler2D GB_Position; layout(binding = 1) uniform sampler2D GB_Normal; layout(binding = 2) uniform sampler2D GB_Color; layout(location = 0) flat in uint FragmentTexID; layout(location = 1) in vec2 FragmentTexCoord; layout(location = 0) out vec4 FragColor; void main() { FragColor=texture(GB_Normal,FragmentTexCoord); }