#version 330 core in vec3 texCoords; layout (location = 0) out vec4 FragColor; layout (location = 1) out vec4 BrightColor; struct Texture{ float mixRatio; samplerCube pastTexture, nextTexture; bool animated; }; uniform Texture tex; void main(){ BrightColor = vec4(0); //vec4 texColor = (tex.animated ? mix(tex.pastTexture, tex.nextTexture, tex.mixRatio) : tex.nextTexture); FragColor = texture(tex.pastTexture, texCoords); }