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path: root/assets/shaders/Chunk_FS.glsl
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#version 130
#extension GL_EXT_texture_array : enable

in vec2 pass_textureCoordinates;
in float visibility;
in float pass_layer;
in float pass_baseLightingValue;

out vec4 out_Color;

uniform sampler2DArray modelTexture;
uniform vec3 tint;
uniform vec3 skyColor;

void main(void){
	vec4 textureColour = texture2DArray(modelTexture,vec3(pass_textureCoordinates, pass_layer));
	if(textureColour.a<0.5) discard;
	out_Color = textureColour;
	out_Color.rgb += tint.xyz;
	out_Color.rgb *= pass_baseLightingValue;
	out_Color = mix(vec4(skyColor.x,skyColor.y,skyColor.z,1.0),out_Color, visibility);
}