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#version 430
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layout (binding = 0) uniform sampler3D densities;
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layout (binding = 1) uniform sampler2D albedo;
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layout (binding = 2) uniform sampler2D bump;
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in vec3 varTextureG;
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in vec2 varUV;
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out vec4 color;
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void main(void) {
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vec3 f = texture(albedo, varUV).rgb;
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color = vec4(f, 1.0);
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}
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