uniform sampler2D fsDiffTex; uniform sampler2D fsNormalTex; uniform sampler2D fsPositionTex; uniform mat4 MVP; in vec3 v_normal; in vec2 v_texcoord; out vec4 fragColor; void main() { vec4 diff = texture(fsDiffTex, v_texcoord).rgba; vec3 n = normalize(mat3(MVP) * v_normal); // transform normal to eye space fragColor = diff;// * vec4(v_normal.xyz, 1); }