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