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#version 330 core
in vec3 pos;
in vec3 normal;
in vec2 uv;
uniform sampler2D grass;
out vec4 fragment_color;
void main()
{
vec4 tex = texture(grass, uv);
vec4 grey = vec4(0.3, 0.3, 0.3, 1.0);
float steepness = dot(vec3(0, 1, 0), normal);
fragment_color = mix(tex, grey, steepness);
}
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