#version 330 uniform sampler2D tex; in vec3 fragPosWorld; in float fragPosLightspaceZ; in vec2 fragTexCoord; in vec3 fragNormal; in float fragLight; layout (location = 0) out vec4 outputPosition; layout (location = 1) out vec4 outputNormal; layout (location = 2) out vec4 outputColor; const float gamma = 2.2; void main() { outputPosition.xyz = fragPosWorld; outputPosition.w = fragPosLightspaceZ; outputNormal.xyz = fragNormal; outputColor = texture(tex, fragTexCoord); outputColor = vec4(pow(outputColor.rgb, vec3(gamma)), outputColor.a); }