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#version 460 core
#extension GL_ARB_shading_language_include : enable

layout(binding = 0) uniform sampler2D textureAlbedo;

#include "materialCommon.glsl"
#include "materialInterface.glsl"
#include "materialOut.glsl"

void
main()
{
	vec4 textureColour = getTextureColour(Material, TexCoords);
	float opaque = step(0.5, mix(textureColour.a, 1, Colour.a));
	gPosition = ivec4(FragPos, opaque);
	gNormal = vec4(Normal, opaque);
	gl_FragDepth = mix(1.0, gl_FragCoord.z, opaque);
	gAlbedoSpec = mix(textureColour, vec4(Colour.rgb, 1), Colour.a);
}