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26 lines
684 B
GLSL
26 lines
684 B
GLSL
# version 330 core
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in vec3 outPosition;
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in vec3 outColor;
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in vec4 outNormal;
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in vec3 outUV;
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in float outTextureID;
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in vec3 outLightPos;
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in vec3 outFragPos;
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// optimizing compilers are annoying at this stage of my understanding of GLSL
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vec4 lokiVar;
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void main() {
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lokiVar = vec4(outColor, 1.0) + outNormal + vec4(outUV, 1.0) + vec4(outTextureID, 1.0, 1.0, 1.0);
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lokiVar = normalize(lokiVar);
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vec3 lightDir = normalize(outLightPos - outFragPos);
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vec3 ambient = vec3(0.5, 0.5, 0.35);
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float diffuse = max(dot(vec3(outNormal), lightDir), -0.2);
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vec3 specular = vec3(0, 0, 0);
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vec3 result =(ambient + diffuse + specular) * outColor;
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gl_FragColor = vec4(result, 1.0);
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} |