#version 330 core #extension GL_ARB_shading_language_420pack : enable include(`materialInterface.glsl') include(`materialOut.glsl') uniform sampler2D texture0; uniform vec3 waves; void main() { gPosition = vec4(FragPos, 1); gNormal = vec4(Normal, 1); gAlbedoSpec = texture(texture0, TexCoords); gAlbedoSpec.a *= clamp(-FragPos.z * .7, .1, 1.0); }