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#version 330 core
#extension GL_ARB_shading_language_420pack : enable
in vec3 FragPos;
in vec2 TexCoords;
in vec3 Normal;
include(`geometryOut.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);
}
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