#version 410 core out vec4 FragColor; // A Blinn-Phong material with textures for diffuse and specular // lighting maps and a numeric shininess factor. struct Material { sampler2D diffuse; sampler2D specular; float shininess; }; in VS_OUT { vec3 FragPos; vec3 Normal; vec2 TexCoords; vec4 FragPosLightSpace; } fs_in; void main() { FragColor = vec4(1.0); }