21 lines
461 B
GLSL
21 lines
461 B
GLSL
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#version 430 core
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float AMBIENT = 0.1;
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uniform vec3 color;
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//uniform vec3 lightPos;
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uniform sampler2D colorTexture;
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in vec3 vecNormal;
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in vec3 worldPos;
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in vec2 vecTex;
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out vec4 outColor;
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void main()
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{
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//vec3 lightDir = normalize(lightPos-worldPos);
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vec3 normal = normalize(vecNormal);
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vec3 textureColor = texture2D(colorTexture, vecTex).xyz;
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//float diffuse=max(0,dot(normal,lightDir));
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outColor = vec4(textureColor/**min(1,AMBIENT+diffuse)*/, 1.0);
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}
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