#version 450 #extension GL_ARB_separate_shader_objects : enable layout(binding = 2) uniform sampler2D texSampler; layout(location = 0) in vec3 fragColor; layout(location = 1) in vec2 fragTexCoord; layout(location = 2) in vec3 normal_eye; layout(location = 0) out vec4 outColor; void main() { outColor = vec4(fragColor * texture(texSampler, fragTexCoord).rgb, 1.0) + vec4(normal_eye, 0.0) - vec4(normal_eye, 0.0); }