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#version 330 core
in VS_OUT {
vec3 Texture;
vec3 Color;
} fs_in;
layout (location = 0) out vec4 color;
layout (location = 1) out vec4 normal;
uniform sampler2DArray textureAtlas;
void main() {
vec4 col = texture(textureAtlas, fs_in.Texture);
if (col.a < 0.3)
discard;
color = vec4(col.rgb * fs_in.Color, 1.0f);
normal = vec4(1.0f - color.r, 1.0f - color.b, 1.0f, 1.0f);
}
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