1 in vec3 fragmentTextureCoords;
5 uniform bool transparency;
6 uniform float daylight;
7 uniform samplerCube textures[2];
11 outColor = mix(texture(textures[1], fragmentTextureCoords), texture(textures[0], fragmentTextureCoords), daylight);
17 outColor.a = pow((outColor.r + outColor.g) / 2.0 + f, e) / pow(1.0 + f, e);