Commit of work up to day 11 of learnopengl.com.

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Zed A. Shaw 2026-08-21 13:15:55 -04:00
commit 5ce5b4dda4
447 changed files with 126678 additions and 0 deletions

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#version 330 core
struct Material {
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};
struct Light {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform Light light;
uniform Material material;
out vec4 FragColor;
in vec3 FragPos;
in vec3 Normal;
uniform vec3 viewPos;
void main()
{
vec3 ambient = light.ambient * material.ambient;
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(light.position - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = light.diffuse * (diff * material.diffuse);
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = light.specular * (material.specular * spec);
vec3 result = ambient + diffuse + specular;
FragColor = vec4(result, 1.0);
}

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#version 330 core
out vec4 FragColor;
struct Light {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform Light light;
void main()
{
FragColor = vec4(light.diffuse, 1.0); // set all 4 vector values to 1.0
}

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#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
out vec3 FragPos;
out vec3 Normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0f);
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = mat3(transpose(inverse(model))) * aNormal;
}

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#version 330 core
out vec4 FragColor;
in vec3 ourColor;
void main()
{
FragColor = vec4(ourColor, 1.0);
}

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#version 330 core
layout (location = 0) in vec3 aPos; // the position variable has attribute position 0
layout (location = 1) in vec3 aColor;
out vec3 ourColor;
void main()
{
gl_Position = vec4(aPos, 1.0); // see how we directly give a vec3 to vec4's constructor
ourColor = aColor;
}

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#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
uniform sampler2D texture1;
void main()
{
FragColor = texture(texture1, TexCoord);
}

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#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0f);
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}