#version 310 es precision mediump float; layout(binding = 0) uniform sampler2D samp; layout(location = 0) out vec4 FragColor; layout(location = 1) in vec3 vNormal; layout(location = 2) in vec2 vUV; void main() { FragColor = vec4(texture(samp, vUV).xyz, 1.0); FragColor = vec4(texture(samp, vUV).xz, 1.0, 4.0); FragColor = vec4(texture(samp, vUV).xx, texture(samp, vUV + vec2(0.1)).yy); FragColor = vec4(vNormal, 1.0); FragColor = vec4(vNormal + 1.8, 1.0); FragColor = vec4(vUV, vUV + 1.8); }