upd
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@ -2,17 +2,9 @@
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float AMBIENT = 0.2;
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uniform vec3 color;
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uniform vec3 lightPos;
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uniform vec3 viewPos;
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in vec3 FragPos; // Pozycja fragmentu
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in vec3 Normal; // Normalna fragmentu
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out vec4 FragColor;
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// Obliczenie faktora odbicia ?wietlnego dla modelu PBR
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float DistributionGGX(vec3 N, vec3 H, float roughness);
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float GeometrySchlickGGX(float NdotV, float roughness);
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness);
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uniform sampler2D colorTexture;
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const float PI = 3.14159265359;
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