#version 330 core in vec2 v_texcoord; in vec3 v_fragpos; in vec3 v_normal; uniform sampler2D u_tex; uniform vec2 u_xz_mult; layout (location = 0) out vec4 o_color; layout (location = 1) out vec4 o_normal; void main() { vec2 tc = v_fragpos.xz * u_xz_mult.x; vec4 color_xz = texture(u_tex, tc); // vec4 object_color_4 = mix(color_xz1, color_xz2, color_mask.a); // if (object_color_4.a < 0.5) discard; vec3 object_color = color_xz.rgb; o_color = vec4(object_color, 1.0); o_normal = vec4(v_normal, 1.0); }