#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) in vec2 FragmentPosition; layout(location = 1) flat in uint FragmentTexID; layout(location = 2) in vec2 FragmentTexCoord; layout(location = 0) out vec4 FragColor; void main() { FragColor=vec4(normalize(FragmentTexCoord),0.0,1.0); /* vec3 components[3]; components[0]=texture(GB_Position, FragmentTexCoord).xyz; components[1]=texture(GB_Normal, FragmentTexCoord).xyz; components[2]=texture(GB_Color, FragmentTexCoord).xyz; if(FragmentTexID<3) FragColor=vec4(components[FragmentTexID],1.0); else FragColor=vec4(0.0,0.0,0.0,1.0);*/ }