layout(location = 0) out vec4 outColor; layout(location = 0) in vec2 uv; layout(binding = 0) uniform sampler2D albedoSampler; layout(binding = 1) uniform sampler2D materialSampler; void main() { outColor = vec4(vec3(0.01) * texture(albedoSampler, uv).rgb + vec3(texture(materialSampler, uv).b), 1.0); }