#version 330 core in vec3 faceTexture; in vec3 faceAddColor; in vec3 faceNormal; in vec2 faceLight; layout (location = 0) out vec4 color; layout (location = 1) out vec4 normal; layout (location = 2) out vec4 addColor; layout (location = 3) out vec4 light; uniform sampler2DArray textureAtlas; void main() { vec4 col = texture(textureAtlas, faceTexture); if (col.a < 0.3) discard; color = vec4(col.rgb, 1.0f); normal = vec4(faceNormal, 1.0f); addColor = vec4(faceAddColor, 1.0f); light = vec4(faceLight / 15.0f, 0.0f, 1.0f); }