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Day8: Assimp+Basic Lights+Asserts+vert normals&colors
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@ -1,14 +1,23 @@
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#version 410
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in vec3 outColor;
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in vec3 vertColor;
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in vec3 vertNormal;
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in vec3 fragPos;
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out vec4 fragColor;
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uniform vec3 ambientLightColor = vec3(1, 0, 0);
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uniform float ambientStrength = 1;
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uniform vec3 ambientLightColor = vec3(1, 1, 1);
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uniform vec3 lightPos1;
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uniform vec3 lightColor1;
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void main()
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{
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vec3 objColor = vec3(1, 1, 1);
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fragColor = vec4(objColor * ambientLightColor * ambientStrength, 1.0);
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// vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos1 - fragPos);
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float diffStrength = max(0.0, dot(normalize(vertNormal), lightDir));
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vec3 finalAmbientColor = ambientLightColor * ambientStrength;
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fragColor = vec4(vertColor * (finalAmbientColor + diffStrength*lightColor1), 1.0);
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}
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@ -1,9 +1,12 @@
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#version 410
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in vec3 vertPos;
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in vec3 vertColor;
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in vec3 vertPosIn;
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in vec3 vertColorIn;
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in vec3 vertNormalIn;
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out vec3 outColor;
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out vec3 vertColor;
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out vec3 vertNormal;
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out vec3 fragPos;
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//MVP = Model View Projection
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uniform mat4 modelMat;
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@ -12,6 +15,9 @@ uniform mat4 projMat;
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void main()
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{
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outColor = vertColor;
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gl_Position = projMat * viewMat * modelMat * (vec4(vertPos, 1.0)); // vec4(vertPos.x, vertPos.y, vertPos.z, 1.0)
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vertColor = vertColorIn;
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vertNormal = vertNormalIn;
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fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
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gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);
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}
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