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#version 450
//TEST:COMPARE_GLSL:
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D samplerPosition;
layout (binding = 2) uniform sampler2D samplerNormal;
layout (binding = 3) uniform sampler2D samplerAlbedo;
layout (location = 0) in vec3 inUV;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 components[3];
components[0] = texture(samplerPosition, inUV.st).rgb;
components[1] = texture(samplerNormal, inUV.st).rgb;
components[2] = texture(samplerAlbedo, inUV.st).rgb;
// Uncomment to display specular component
//components[2] = vec3(texture(samplerAlbedo, inUV.st).a);
// Select component depending on z coordinate of quad
highp int index = int(inUV.z);
outFragColor.rgb = components[index];
}
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