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- uniform sampler2D colorTexture;
- uniform sampler2D ambientOcclusionTexture;
- uniform bool ambientOcclusionOnly;
- varying vec2 v_textureCoordinates;
- void main(void)
- {
- vec3 color = texture2D(colorTexture, v_textureCoordinates).rgb;
- vec3 ao = texture2D(ambientOcclusionTexture, v_textureCoordinates).rgb;
- gl_FragColor.rgb = ambientOcclusionOnly ? ao : ao * color;
- }
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