# Buffers
**World:**
- `colortex0`: Main world (terrain, rasterized shadows, etc)
- `colortex1`: Terrain encoded normals
- `colortex2`: Terrain light map
- `colortex12`: Terrain albedo (PT GI is added on this)

**Path tracing:**
- `colortex3`: Normal atlas (LabPBR `block_n` texture)
- `colortex4`: Block atlas (Minecraft `block` texture)
- `colortex5`: PT GI 0 (Raw Pathtraced GI output, ping-pong texture 0)
- `colortex6`: PT GI 1 (Raw Pathtraced GI output, ping-pong texture 1)
- `colortex7`: Normals 0 (Voxel normals output, ping-pong texture 0)
- `colortex8`: Normals 1 (Voxel normals output, ping-pong texture 0)
- `colortex9`: Position (Voxel positions output)
- `colortex10`: Denoised PT GI (Raw Pathtraced GI after denoising)
- `colortex11`: Sky (Traced atmosphere and possibly clouds)
- `colortex13`: Overlay (Stuff like hand, fishing hook, block outline, etc)
- `colortex14`: Specular atlas (LabPBR `block_s` texture)
- `colortex15`: To-Be-Post-Processed (Everything should be scaled to screen size)