# version 330 core in vec3 outPosition; in vec3 outColor; in vec4 outNormal; in vec3 outUV; in float outTextureID; // optimizing compilers are annoying at this stage of my understanding of GLSL vec4 lokiVar; void main() { lokiVar = vec4(outColor, 1.0) + outNormal + vec4(outUV, 1.0) + vec4(outTextureID, 1.0, 1.0, 1.0); lokiVar = normalize(lokiVar); gl_FragColor = vec4(outColor, 1.0); }