#version 120

uniform sampler2D gbufferTexture0;
uniform sampler2D gbufferTexture1;
uniform sampler2D gbufferTexture2;
uniform sampler2D gbufferTexture3;
uniform sampler2D shadow;
uniform sampler2D watershadow;
uniform sampler2D shadowtex0;
uniform sampler2D shadowtex1;
uniform sampler2D depthtex0;
uniform sampler2D depthtex1;
uniform sampler2D gdepth;
uniform sampler2D noise;
uniform vec3 sunPosition;
uniform vec3 moonPosition;
uniform vec3 shadowLightPosition;
uniform vec2 sunSize;
uniform vec2 moonSize;
uniform vec2 screenSize;

void main() {
    vec2 texCoord = gl_FragCoord.xy / screenSize;
    vec4 color = texture2D(gbufferTexture0, texCoord);

    if (gl_FragCoord.y > 0.5 * screenSize.y) {
        color.rgb = vec3(0.0); // Set the sky to black
    }

    gl_FragColor = color;
}
