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#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);
}