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/** 
 * @file treeF.glsl
 *
 * $LicenseInfo:firstyear=2007&license=viewerlgpl$
 * $/LicenseInfo$
 */

uniform sampler2D diffuseMap;

varying vec3 vary_normal;

void main() 
{
	vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
	gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005);
	gl_FragData[1] = vec4(0,0,0,0);
	vec3 nvn = normalize(vary_normal);
	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}