#version 430



in vec4 posG;
in vec3 normalG;
in vec3 normalWSG;
in vec2 uvG;
in vec3 tangentG;
in vec3 colorG;
in vec4 posW;
in float brightG;

layout(location = 0) out vec4 frag;
//layout(location = 1) out vec4 frag2;

//layout(location = 2) out vec4 frag3; // emitBuf


#define PI 3.1415926

uniform float g_time;

uniform float g_windowWidth = 1280.0;
uniform float g_windowHeight = 720.0;

void main() {


 frag.rgb = vec3(pow(clamp(dot(vec3(-1.0, 1.0, 1.0), normalize(normalG.xyz))*0.85+0.15, 0.0, 1.0), 0.50))*0.925;
 frag.a = 1.0;

//  frag2.rgb = normalize(normalWSG).xyz;
//  frag2 = clamp(frag2, -1.0, 1.0);
//  frag2.a = 1.0;


//  frag3.rgba = vec4(0.0, 0.0, 0.0, 1.0);
}


