added deferred and mrt shaders
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#version 450
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layout(set = 0, binding = 0) uniform sampler2D positionTexture;
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layout(set = 0, binding = 1) uniform sampler2D normalTexture;
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layout(set = 0, binding = 2) uniform sampler2D albedoTexture;
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layout(set = 0, binding = 3) uniform sampler2D specularTexture;
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layout (location = 0) in vec2 inUV;
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layout(location = 0) out vec4 outColor;
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void main()
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{
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vec3 fragPos = texture(positionTexture, inUV).rgb;
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vec3 normal = texture(normalTexture, inUV).rgb;
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vec4 albedo = texture(albedoTexture, inUV);
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// outColor = vec4(fragPos, 1.0);
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// outColor = vec4(normal, 1.0);
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outColor = albedo;
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}
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