#version 330 core out vec4 fragColor; in vec2 uv; uniform sampler2D color; uniform sampler2D normal; uniform sampler2D depthStencil; void main() { vec4 c = texture(color, uv); vec4 n = texture(normal, uv); float d = texture(depthStencil, uv).r; fragColor = vec4(c.r, n.r, d - 0.3f, 1.0f); }