#version 330 core in VS_OUT { vec3 position; vec3 normal; vec2 tex_coords; } vs_out; layout(location = 0) out vec4 frag_color; layout(location = 1) out vec4 bright_color; uniform vec3 light_color; void main() { frag_color = vec4(light_color, 1.0); float brightness = dot(vec3(frag_color), vec3(0.2126, 0.7152, 0.0722)); if (brightness > 1.0) bright_color = vec4(vec3(frag_color), 1.0); else bright_color = vec4(0.0, 0.0, 0.0, 1.0); }