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varying vec3 BrickColor_f, MortarColor_f;
varying vec2 BrickSize_f, BrickPct_f;
varying vec2 MCposition;
varying float LightIntensity;
void main()
{
vec3 color;
vec2 position, useBrick;
position = MCposition / BrickSize_f;
if (fract(position.y * 0.5) > 0.5)
position.x += 0.5;
position = fract(position);
useBrick = step(position, BrickPct_f);
color = mix(MortarColor_f, BrickColor_f, useBrick.x * useBrick.y);
color *= LightIntensity;
gl_FragColor = vec4(color, 1.0);
}
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