in vec2 interpolated_uv; uniform sampler2D metallic_roughness_texture; uniform float metallic_factor; uniform float roughness_factor; out vec4 output_color; void main() { vec3 sampled_pixel = texture(metallic_roughness_texture, interpolated_uv).rgb; output_color = vec4(0.0f, roughness_factor * sampled_pixel.g, metallic_factor * sampled_pixel.b, 1.0f); }