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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);
}