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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);
}
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