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#version 330 core
uniform sampler2D tex;
uniform vec3 sun_direction;
uniform vec3 sky_color;
in vec3 surface_normal;
in vec2 frag_tex_coord;
in float frag_ambient_occlusion;
in float depth;
out vec4 color;
void main() {
float brightness = dot(normalize(surface_normal), normalize(-sun_direction));
vec3 diffuse = vec3(max(brightness, 0.3));
vec4 texture_color = texture(tex, frag_tex_coord);
if (texture_color.a < 0.5) {
discard;
}
float ao = 1 - frag_ambient_occlusion / 2;
color = vec4(diffuse, 1.0) * texture_color * ao;
color = mix(vec4(sky_color, 1.0), color, 1 - depth);
}
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