#version 330 core in vec2 v_texcoord; uniform sampler2D u_tex; layout (location = 0) out vec4 o_color; layout (location = 1) out vec4 o_normal; void main() { o_color = vec4(texture(u_tex, vec2(v_texcoord.x, 1.0 - v_texcoord.y)).rgb, 0.0); o_normal = vec4(0.0, 0.0, 0.0, 1.0); }