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void terrain_lighting(inout vec3 color);
uniform sampler2D detail0; //0
uniform sampler2D detail1; //2
uniform sampler2D alphaRamp; //1
void main()
{
float a = texture2D(alphaRamp, gl_TexCoord[1].xy).a;
vec3 color = mix(texture2D(detail1, gl_TexCoord[2].xy).rgb,
texture2D(detail0, gl_TexCoord[0].xy).rgb,
a);
terrain_lighting(color);
gl_FragColor.rgb = color;
gl_FragColor.a = texture2D(alphaRamp, gl_TexCoord[3].xy).a;
}
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