#version 330 core in vec3 Color; in vec3 Pos; /*out vec4 outColor;*/ layout (location = 0) out vec3 gPosition; layout (location = 1) out vec3 gNormal; layout (location = 2) out vec4 gAlbedoSpec; void main() { gAlbedoSpec = vec4(Color, 1.0); gNormal=vec3(0.0,1.0,0.0); gPosition=Pos; // gShadow=vec4(ShadowCalculation(Pos),1.0);// }