#version 130

uniform sampler2D texture;

in vec2 texcoord;
in vec4 glcolor;

uniform int renderStage;

#include "/lib/Conf/Sky_conf.glsl"


void main() {
	vec4 color = texture2D(texture, texcoord) * glcolor;

	if (renderStage == MC_RENDER_STAGE_SUN) {
    #if VELPIX_SUN == VELPIX_SUN_VELPIX
        color.a = 0.0;
    #else
        color.a = 1.0;
    #endif
}

if (renderStage == MC_RENDER_STAGE_MOON) {
    #if VELPIX_MOON == VELPIX_MOON_VELPIX
        color.a = 0.0;
    #else
        color.a = 1.0;
    #endif
}



/* DRAWBUFFERS:0 */
	gl_FragData[0] = color; //gcolor
}