#version 330 core layout (location = 0) out vec3 gPosition; layout (location = 1) out vec3 gNormal; layout (location = 2) out vec4 gAlbedo; layout (location = 3) out vec4 gLightSpacePos; in vec3 FragPos; in vec3 Normal; in vec2 TexCoord; in vec4 FragPosLightSpace; uniform sampler2D tex; void main() { vec4 albedo = texture(tex, TexCoord); if (albedo.a < 0.1) discard; gPosition = FragPos; gNormal = normalize(Normal); gAlbedo = albedo; gLightSpacePos = FragPosLightSpace; }