#version 450 layout(set = 0, binding = 0) uniform sampler2D positionTexture; layout(set = 0, binding = 1) uniform sampler2D normalTexture; layout(set = 0, binding = 2) uniform sampler2D albedoTexture; layout(set = 0, binding = 3) uniform sampler2D specularTexture; layout (location = 0) in vec2 inUV; layout(location = 0) out vec4 outColor; void main() { vec3 fragPos = texture(positionTexture, inUV).rgb; vec3 normal = texture(normalTexture, inUV).rgb; vec4 albedo = texture(albedoTexture, inUV); // outColor = vec4(fragPos, 1.0); // outColor = vec4(normal, 1.0); outColor = albedo; }