#version 330 core in vec3 v_color; layout (location = 0) out vec4 o_color; layout (location = 1) out vec4 o_normal; void main() { o_color = vec4(v_color, 0.0); o_normal = vec4(0.0); // o_normal = vec4(v_normal, 1.0); // o_normal = vec4(v_normal * -1.0, 1.0); }