#define MAX_LIGHTS 3

#pragma include "p3d_uniform.glsl"
#pragma include "rand.glsl"
#pragma include "simplex3d.glsl"
#pragma include "rot.glsl"

uniform float u_RimLightIntensity;
uniform float u_ShadowSamples;
uniform float u_ShadowSpread;
uniform float u_SpecularBlendStrength;
uniform int u_NumberOfLights;

// Input from vertex shader
in vec4 vertInShadowSpaces[MAX_LIGHTS];
in vec4 vertColor;
in vec4 vertPosition;
in vec2 vertMultiTexCoord0;
in vec3 vertNormal;
in vec3 binormal;
in vec3 tangent;

// Output to the screen
out vec4 fragColor;
//out vec4 accumColor;  // Akumulacja koloru
//out float revealage;  // Bufor przezroczystości

layout(location = 0) out vec4 fragColor;
//layout(location = 1) out float revealage;
//layout(location = 1) out vec4 revealage;
