uniform sampler2D tex; in vec2 uv; in vec3 nor; in vec4 color; layout (location = 0) out vec3 RSMColor; layout (location = 1) out vec3 RSMNormals; void main() { if (texture(tex, uv).a < .5) discard; RSMColor = texture(tex, uv).xyz * color.rgb; RSMNormals = .5 * normalize(nor) + .5; }