18 lines
358 B
GLSL
18 lines
358 B
GLSL
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#version 410 core
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uniform vec3 objectColor;
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//uniform vec3 lightDir;
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uniform vec3 lightPos;
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uniform vec3 cameraPos;
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in vec3 interpNormal;
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in vec3 fragPos;
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void main()
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{
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vec3 normal = normalize(interpNormal);
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vec3 V = normalize(cameraPos-fragPos);
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float coef = max(0,dot(V,normal));
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gl_FragColor = vec4(mix(objectColor,vec3(1,0.5,0.1),1-coef), 1.0);
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}
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