#version 420 core in vec2 texCoord; layout(std140, binding = 1) uniform Material { vec3 ka; vec3 kd; vec3 ks; float p; }; uniform sampler2D tex_diffuse; uniform sampler2D tex_ambient; uniform sampler2D tex_specular; out vec4 color; void main() { color = texture(tex_diffuse, texCoord); }