#version 330 core layout(location = 0) out vec4 fragColor; in vec2 texcoord; uniform sampler2D gbuffer0_tex; uniform sampler2D gbuffer1_tex; uniform sampler2D gbuffer2_tex; void main() { fragColor = vec4(texture(gbuffer2_tex, texcoord).a, texture(gbuffer0_tex, texcoord).b, texture(gbuffer1_tex, texcoord).a, 1.0); }