feat: add terrain generation using perlin noise #12
@ -5,7 +5,7 @@ in vec3 surfaceNormal;
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in vec3 toLightVector;
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in vec3 toLightVector;
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in vec3 toCameraVector;
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in vec3 toCameraVector;
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out vec4 out_Color;
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//out vec4 out_Color;
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uniform sampler2D modelTexture;
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uniform sampler2D modelTexture;
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@ -31,6 +31,6 @@ void main(void){
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vec3 finalSpecular = dampedFactor * reflectivity * vec3(1.0, 1.0, 1.0); //Tu by³a zmiana
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vec3 finalSpecular = dampedFactor * reflectivity * vec3(1.0, 1.0, 1.0); //Tu by³a zmiana
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out_Color = vec4(diffuse,1.0) * texture(modelTexture,pass_textureCoordinates) + vec4(finalSpecular,1.0);
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gl_FragColor = vec4(1.0,1.0,1.0,1.0);
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}
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}
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