// Use 'in' instead of 'varying' for inputs from the vertex shader in vec2 texCoord; // Declare a custom output variable for the fragment color out vec4 fragColor; // Uniform samplers uniform sampler2D m_Texture; uniform sampler2D m_NormalsTexture; uniform sampler2D m_DepthTexture; void main() { // Sample the texture at the given texture coordinates vec4 color = texture(m_Texture, texCoord); // Assign the color to the output variable fragColor = color; }