#define UIC_ENABLE_UV0 1
#define UIC_ENABLE_WORLD_POSITION 1
#define UIC_ENABLE_TEXTAN 0
#define UIC_ENABLE_BINORMAL 0
#include "vertexFragmentBase.glsllib"
#include "SSAOCustomMaterial.glsllib"
#include "sampleLight.glsllib"
#include "sampleProbe.glsllib"
#include "sampleArea.glsllib"
// set shader output
out vec4 fragColor;
void main()
{
vec4 c = texture(basecolor, varTexCoord0.xy);
c.rgb *= vec3(red_weight, green_weight, blue_weight);
fragColor = c;
// No closing parenthesis because the generator adds it for us.