#version 330 core
layout (location = 0) out vec4 FragColor;
layout (location = 1) out vec4 BrightColor;
in VS_OUT {
vec3 FragPos;
vec3 Normal;
vec2 TexCoords;
} fs_in;
uniform vec3 lightColor;
void main()
{
FragColor = vec4(lightColor, 1.0);
float brightness = dot(FragColor.rgb, vec3(0.2126, 0.7152, 0.0722));
if(brightness > 1.0)
BrightColor = vec4(FragColor.rgb, 1.0);
else
BrightColor = vec4(0.0, 0.0, 0.0, 1.0);
}