#version 450 layout (location = 0) in vec3 vPosition; layout (location = 1) in vec2 vTexCoords; layout (location = 0) out vec4 outColor; layout (binding = 0) uniform sampler2D albedo; layout (binding = 1) uniform sampler2D light; void main() { // Texturing vec4 diffuseTexel = texture2D(albedo, vTexCoords); vec4 lightTexel = texture2D(light, vTexCoords); // Final color outColor = diffuseTexel * (lightTexel); // outColor = diffuseTexel;// * (lightTexel); outColor.a = diffuseTexel.a; // outColor = lightTexel; }