#version 430 core
layout (location = 0) out vec4 outColor;
layout (location = 1) out vec4 BrightColor;

uniform samplerCube skybox;
uniform vec3 lightColor;

in vec3 texCoord;

void main()
{
    vec4 textureColor = texture(skybox, texCoord);

    vec3 finalColor = vec3(textureColor) * lightColor * 0.35f;
	  
    float brightness = dot(finalColor, vec3(0.2126, 0.7152, 0.0722));
    
	if(brightness > 0.2)
        BrightColor = vec4(finalColor, 1.0);
    else
        BrightColor = vec4(0.0, 0.0, 0.0, 1.0);

	outColor = vec4(finalColor, 1.0);
}