#version 330 core in vert_t { vec3 position; vec3 normal; vec2 tex_coords; } vert; layout (location = 0) out vec3 position; layout (location = 1) out vec3 normal; layout (location = 2) out vec4 color_specular; uniform sampler2D texture_diffuse; void main() { position = vert.position; normal = vert.normal; color_specular.rgb = texture(texture_diffuse, vert.tex_coords).rgb; // TODO(pryazha): add specular texture // color_specular.a = texture(texture_specular, vert.tex_coords).r; color_specular.a = 1; }