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The value 127 / 255 is an integer division and always has the value zero. You want vec3(127.0 / 255.0, 0.0, 0.0) instead.


By default the output variable (outputColor) is bound to location 0. For a fragment shader this specifies the color value to be used for that fragment for the framebuffer object in position 0. You can bind the output variable to different locations in the application code using glBindFragDataLocation() or in the shader like this layout(location = 0) out ...


I finally found the error. It was just wrong export settings, I just didn't expect that to have this sort of impact. In 3ds Max I changed the projection options -> normal map space -> red: right to red: left What a gigantic waste of time.

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