uniform sampler2D colorTexture;
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uniform sampler2D ambientOcclusionTexture;
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uniform bool ambientOcclusionOnly;
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varying vec2 v_textureCoordinates;
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void main(void)
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{
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vec3 color = texture2D(colorTexture, v_textureCoordinates).rgb;
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vec3 ao = texture2D(ambientOcclusionTexture, v_textureCoordinates).rgb;
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gl_FragColor.rgb = ambientOcclusionOnly ? ao : ao * color;
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}
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