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#version 330 core

flat in uvec2 pass_data;
in float pass_ao;

out vec4 color;

const float TINT[6] = float[](
	// px, nx
	0.9, 0.9,
	// py, ny
	1, 0.7,
	// pz, nz
	0.8, 0.8
);

void main(void)
{
	uint block = (pass_data.x >> 28) & 15u;
	uint face = (pass_data.x >> 25) & 7u;
	float tint = TINT[face];
	tint *= 1.0 - pow(pass_ao / 3.0, 1.2) * 0.65;
	color = vec4(vec3(tint), 1);
}