#version 430 layout (binding = 0) uniform sampler3D densities; layout (binding = 1) uniform sampler2D albedo; layout (binding = 2) uniform sampler2D bump; in vec3 varTextureG; in vec2 varUV; out vec4 color; void main(void) { vec3 f = texture(albedo, varUV).rgb; color = vec4(f, 1.0); }