diff --git a/examples/shaders/resources/shaders/glsl100/gbuffer.fs b/examples/shaders/resources/shaders/glsl100/gbuffer.fs
index 2945c5ddd..f6e313579 100644
--- a/examples/shaders/resources/shaders/glsl100/gbuffer.fs
+++ b/examples/shaders/resources/shaders/glsl100/gbuffer.fs
@@ -1,36 +1,26 @@
-#version 100
+#version 300 es
 
-precision mediump float;
+precision highp float;
 
-// Input vertex attributes (from vertex shader)
-varying vec3 fragPosition;
-varying vec2 fragTexCoord;
-varying vec3 fragNormal;
-varying vec4 fragColor;
+layout (location = 0) out vec4 gPosition;
+layout (location = 1) out vec4 gNormal;
+layout (location = 2) out vec4 gAlbedoSpec;
 
-// TODO: Is there some alternative for GLSL100
-//layout (location = 0) out vec3 gPosition;
-//layout (location = 1) out vec3 gNormal;
-//layout (location = 2) out vec4 gAlbedoSpec;
-//uniform vec3 gPosition;
-//uniform vec3 gNormal;
-//uniform vec4 gAlbedoSpec;
+in vec3 fragPosition;
+in vec2 fragTexCoord;
+in vec3 fragNormal;
+in vec4 fragColor;
 
-// Input uniform values
-uniform sampler2D texture0;  // Diffuse texture
+uniform sampler2D diffuseTexture;
 uniform sampler2D specularTexture;
 
-void main()
-{
-    // Store the fragment position vector in the first gbuffer texture
-    //gPosition = fragPosition;
-    
-    // Store the per-fragment normals into the gbuffer
-    //gNormal = normalize(fragNormal);
-    
-    // Store the diffuse per-fragment color
-    gl_FragColor.rgb = texture2D(texture0, fragTexCoord).rgb;
-    
-    // Store specular intensity in gAlbedoSpec's alpha component
-    gl_FragColor.a = texture2D(specularTexture, fragTexCoord).r;
+void main() {
+    // store the fragment position vector in the first gbuffer texture
+    gPosition = vec4(fragPosition,1.0);
+    // also store the per-fragment normals into the gbuffer
+    gNormal = vec4(normalize(fragNormal),1.0);
+    // and the diffuse per-fragment color
+    gAlbedoSpec.rgb = texture(diffuseTexture, fragTexCoord).rgb;
+    // store specular intensity in gAlbedoSpec's alpha component
+    gAlbedoSpec.a = texture(specularTexture, fragTexCoord).r;
 }