out vec4 fragColor; layout(location = 0) out vec4 materialData; layout(location = 1) out vec4 normalData; layout(location = 2) out uint objectId; void main() { const float a = 0.25; #ifdef SHADOW_PASS materialData.rgb = gl_FrontFacing ? vec3(a, -a, 0.0) : vec3(-a, a, 0.0); #else materialData.rgb = gl_FrontFacing ? vec3(a, a, -a) : vec3(-a, -a, a); #endif materialData.a = 0.0; normalData = vec4(0.0); objectId = 0u; }