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void main() {

	vec3 worldPos = texture(gBufferPosition, fragTexCoord).xyz;
	
	vec4 shadowProjPos = lightData.lightVP * vec4(worldPos, 1.0f);
	vec3 shadowNdcPos = shadowProjPos.xyz/shadowProjPos.w;
	shadowNdcPos.xyz = shadowNdcPos.xyz * .5 + .5;

	
	float shadowMapProjectedDepth = texture(shadowMap, shadowNdcPos.xy).x;
	
	vec3 basecolor = texture(gBufferBaseColor, fragTexCoord).rgb;
	
	if(shadowMapProjectedDepth >= shadowNdcPos.z) {
		outColor = vec4(basecolor, 1.0) ;
	}else {
		outColor = vec4(basecolor, 1.0) ;
		outColor.xyz *= .3;
	}	
}