#version 460 core in vec3 FragPos; in vec2 TexCoords; include(`materialOut.glsl') uniform sampler2D texture0; void main() { gPosition = ivec4(FragPos, 1); gNormal = vec4(0, 0, 1, 1); gAlbedoSpec = texture(texture0, TexCoords); gAlbedoSpec.a *= clamp(-FragPos.z * .0007, .1, 1.0); }