#version 450 #include "compiled.inc" #include "std/gbuffer.glsl" uniform sampler2D gbufferD; uniform sampler2D gbuffer0; uniform sampler2D gbuffer1; in vec2 texCoord; out vec4 fragColor; void main() { fragColor.rgb = textureLod(gbuffer1, texCoord, 0.0).rgb; // Basecolor.rgb }