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#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;
}
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