#version 460 layout (location = 0) in vec3 inWorldPos; layout (location = 1) in vec3 inNormal; layout (location = 0) out vec4 outAlbedo; layout (location = 1) out vec4 outNormal; layout (location = 2) out vec4 outViewDir; void main() { outAlbedo = vec4(1.0, 1.0, 1.0, 1.0); outNormal = vec4(normalize(inNormal), 0.0); outViewDir = vec4(-inWorldPos, 0.0); }