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Textures + basic asset loading system+ uvs
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@ -1,23 +1,26 @@
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#version 410
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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 float ambientStrength = 0.1;
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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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uniform sampler2D diffTex;
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in vec3 vertColor;
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in vec3 vertNormal;
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in vec2 vertUV0;
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in vec3 fragPos;
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out vec4 fragColor;
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void main()
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{
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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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vec4 texColor = texture(diffTex, vertUV0);
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fragColor = vec4(texColor.rgb * vertColor * (finalAmbientColor + diffStrength*lightColor1) , texColor.a);
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}
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@ -2,10 +2,12 @@
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layout(location=0) in vec3 vertPosIn;
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layout(location=1) in vec3 vertNormalIn;
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layout(location=2) in vec3 vertColorIn;
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layout(location=2) in vec2 vertUV0In;
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layout(location=3) in vec3 vertColorIn;
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out vec3 vertColor;
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out vec3 vertNormal;
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out vec2 vertUV0;
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out vec3 vertColor;
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out vec3 fragPos;
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//MVP = Model View Projection
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@ -15,8 +17,9 @@ uniform mat4 projMat;
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void main()
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{
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vertColor = vertColorIn;
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vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
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vertUV0 = vertUV0In;
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vertColor = vertColorIn;
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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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