21 lines
352 B
GLSL
21 lines
352 B
GLSL
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#version 430 core
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in vec3 FragPos;
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in vec3 Normal;
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out vec4 FragColor;
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uniform vec3 color;
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void main()
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{
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vec3 lightColor = vec3(1.0, 1.0, 1.0);
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vec3 lightDir = normalize(vec3(1.0, 1.0, 1.0));
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float diff = max(dot(normalize(Normal), lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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FragColor = vec4(color * diffuse, 1.0);
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}
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