#line 2

/*
 * Copyright (c) 2023 lax1dude. All Rights Reserved.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
 * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
 * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
 * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 * 
 */

layout(location = 0) out vec4 output4f;

#ifdef COMPILE_NORMAL_ATTRIB
in vec3 v_normal3f;
#endif

#ifdef COMPILE_LIGHTMAP_ATTRIB
in vec2 v_lightmap2f;
#else
uniform vec2 u_textureCoords02;
#endif

void main() {
#ifdef COMPILE_LIGHTMAP_ATTRIB
	float skyLight = v_lightmap2f.y;
#else
	float skyLight = u_textureCoords02.y;
#endif
	skyLight = 0.004 + skyLight * 0.996;
#ifdef COMPILE_NORMAL_ATTRIB
	output4f = vec4(v_normal3f * 0.5 + 0.5, skyLight);
#else
	output4f = vec4(0.0, 1.0, 0.0, skyLight);
#endif
}
