#version 330 core

// - Position in view space
layout (location = 0) out vec4 outPosition;
// - Albedo + Roughness
layout (location = 1) out vec4 outAlbedo;
// - Normal buffer
layout (location = 2) out vec3 outNormal;
// - Emission + Metallic
layout (location = 3) out vec4 outEmission;

in vec3 varTexCoord;

out vec4 outColor;

uniform samplerCube skybox;

void main()
{
    outAlbedo.rgb = vec3(0., 0., 0.); // black
    outAlbedo.a = 1.; // full roughness
    outEmission.a = 0.; // not metallic
    outNormal = vec3(0., 0., 1.); // oriented towards the eye
    outEmission.rgb = texture(skybox, varTexCoord).rgb;
}