#version 330 core layout (location = 0) out vec3 gPosition; layout (location = 1) out vec3 gNormal; layout (location = 2) out vec3 gAlbedo; in vec2 TexCoords; in vec3 FragPos; in vec3 Normal; void main() { // store the fragment position vector in the first gbuffer texture gPosition = FragPos; // also store the per-fragment normals into the gbuffer gNormal = normalize(Normal); // and the diffuse per-fragment color gAlbedo.rgb = vec3(0.95); }