Dodano swiatlo otoczenia dla monet
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612f160429
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@ -5,16 +5,16 @@ C:\Program Files (x86)\Windows Kits\10\Include\10.0.22621.0\shared\minwindef.h(1
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C:\Users\maksg\Documents\Grafika_2024\dependencies\glfw-3.3.8.bin.WIN32\include\GLFW\glfw3.h(123,1):
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zobacz poprzednią definicję „APIENTRY”
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C:\Users\maksg\Documents\Grafika_2024\projekt_grk\src\ex_7_1.hpp(94,10): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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C:\Users\maksg\Documents\Grafika_2024\projekt_grk\src\ex_7_1.hpp(92,10): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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(kompilowanie pliku źródłowego „src/main.cpp”)
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C:\Users\maksg\Documents\Grafika_2024\projekt_grk\src\ex_7_1.hpp(140,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
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C:\Users\maksg\Documents\Grafika_2024\projekt_grk\src\ex_7_1.hpp(138,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
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(kompilowanie pliku źródłowego „src/main.cpp”)
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C:\Users\maksg\Documents\Grafika_2024\projekt_grk\src\ex_7_1.hpp(213,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
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C:\Users\maksg\Documents\Grafika_2024\projekt_grk\src\ex_7_1.hpp(211,13): warning C4244: "inicjowanie": konwersja z "double" do "float", możliwa utrata danych
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(kompilowanie pliku źródłowego „src/main.cpp”)
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C:\Users\maksg\Documents\Grafika_2024\projekt_grk\src\ex_7_1.hpp(231,29): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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C:\Users\maksg\Documents\Grafika_2024\projekt_grk\src\ex_7_1.hpp(229,29): warning C4305: "inicjowanie": obcięcie z "double" do "float"
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(kompilowanie pliku źródłowego „src/main.cpp”)
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Box.obj : warning LNK4075: zignorowano opcję „/EDITANDCONTINUE” z powodu określenia opcji „/INCREMENTAL:NO”
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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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out vec4 FinalColor;
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in vec3 vecNormal;
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in vec3 worldPos;
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out vec4 finalColor;
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void main()
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{
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FinalColor = vec4(color, 1.0);
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vec3 lightDir = normalize(lightPos-worldPos);
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vec3 normal = normalize(vecNormal);
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float diffuse=max(0,dot(normal,lightDir));
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finalColor = vec4(color*min(1,AMBIENT+diffuse), 1.0);
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}
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@ -6,8 +6,12 @@ layout(location = 1) in vec3 vertexNormal;
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uniform mat4 transformation;
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uniform mat4 modelMatrix;
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out vec3 vecNormal;
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out vec3 worldPos;
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void main()
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{
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worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
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vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
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gl_Position = transformation * vec4(vertexPosition, 1.0);
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}
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