#version 450 core layout (location = 0) out vec4 gBaseColor; layout (location = 1) out vec3 gNormal; layout (location = 2) out vec3 gPosition; layout (location = 3) out vec2 gMetallicRoughness; in vec2 TexCoords; in vec3 WorldPos; in vec3 Normal; // material parameters uniform vec3 albedo; uniform float metallic; uniform float roughness; void main() { gBaseColor = vec4(albedo, 1); gPosition = WorldPos; gNormal = normalize(Normal); gMetallicRoughness = vec2(metallic,roughness); }