#version 130 uniform float far; uniform float objectid; uniform sampler2D tex; noperspective in vec3 nor; void main() { gl_FragData[0] = texture2D(tex, gl_TexCoord[0].st); gl_FragData[1] = vec4(0.5 * normalize(nor) + 0.5, gl_FragCoord.z); gl_FragData[2] = vec4(1.); }