#version 150 core uniform vec4 uColor; uniform sampler2D uAlbedoTexture; in vec3 ioFragPosition; in vec3 ioFragNormal; in vec2 ioFragTexCoords; in vec4 ioFragColor; out vec4 outColor; out vec3 outNormal; out vec3 outPosition; void main() { outColor = texture(uAlbedoTexture, ioFragTexCoords) * ioFragColor * uColor; outNormal = normalize(ioFragNormal); outPosition = ioFragPosition.xyz; }