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