26 lines
553 B
GLSL
26 lines
553 B
GLSL
#version 330 core
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out vec4 FragColor;
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in vec3 FragPos;
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in vec2 TexCoord;
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in vec3 Normal;
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uniform sampler2D texture1;
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uniform vec3 objectColor;
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uniform vec3 lightColor;
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uniform vec3 lightPos;
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void main()
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{
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float ambientStrength = 0.2;
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vec3 ambient = ambientStrength * lightColor;
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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vec3 result = ambient + diffuse;
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FragColor = texture(texture1, TexCoord) * vec4(result, 1.0);
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}
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