#version 330 core in VS_OUT { vec3 Texture; vec3 Color; vec3 faceNormal; } fs_in; layout (location = 0) out vec4 color; layout (location = 1) out vec4 normal; uniform sampler2DArray textureAtlas; void main() { vec4 col = texture(textureAtlas, fs_in.Texture); if (col.a < 0.3) discard; color = vec4(col.rgb * fs_in.Color, 1.0f); normal = vec4(fs_in.faceNormal, 1.0f); }