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#version 150
#extension GL_ARB_explicit_attrib_location : enable
#extension GL_ARB_explicit_uniform_location : enable
layout(location = 0) out vec4 frag_color ;
layout(location = 1) uniform vec4 globalAmbient ;
uniform sampler2D texture ;
uniform sampler2D night_tex ;
in vec2 texcoord;
void main() {
vec3 color2 = texture2D(texture,texcoord).xyz ;
frag_color =
mix(texture2D(night_tex,texcoord) * (1-globalAmbient.a),
texture2D(texture,texcoord) * vec4(normalize(globalAmbient.xyz),1),
(globalAmbient.a + 1) / 2) ;
}
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