#version 330 core in vec2 v_texcoord; in vec3 v_normal; uniform sampler2D u_tex; layout (location = 0) out vec4 o_color; layout (location = 1) out vec4 o_normal; void main() { vec4 object_color_4 = texture(u_tex, vec2(v_texcoord.x, 1.0 - v_texcoord.y)); if (object_color_4.a < 0.5) discard; vec3 object_color = object_color_4.rgb; o_color = vec4(object_color, 1.0); o_normal = vec4(v_normal, 1.0); }