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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);
}
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