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Shader cleanup
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@ -34,7 +34,6 @@ void main()
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//shader:fragment
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#version 410
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uniform float ambientStrength = 0;
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uniform vec3 ambientColor = vec3(1, 1, 1);
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uniform float specularShininess = 32;
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@ -57,20 +56,20 @@ out vec4 fragColor;
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void main()
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{
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vec3 lightDir = normalize(lightPos1 - fragPos);
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vec4 diffuseTexColor = texture(diffTex, vertUV0);
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// Ambient
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vec3 finalAmbient = ambientColor * diffuseTexColor.rgb;
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// Diffuse
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float diffuseStrength = max(0.0, dot(normalize(vertNormal), lightDir));
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vec3 finalDiffuse = diffuseStrength * lightColor1;
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float diffuseAmount = max(0.0, dot(normalize(vertNormal), lightDir));
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vec3 finalDiffuse = diffuseAmount * lightColor1 * diffuseTexColor.rgb;
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// Specular
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vec3 viewDir = normalize(camPos - fragPos);
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vec3 reflectDir = reflect(-lightDir, vertNormal);
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float specularAmount = pow(max(dot(viewDir, reflectDir), 0.0), specularShininess);
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vec3 finalSpecular = specularAmount * specularStrength * lightColor1;
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vec3 finalSpecular = specularAmount * specularStrength * lightColor1 * diffuseTexColor.rgb;
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// Ambient
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vec3 finalAmbient = ambientColor * ambientStrength;
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vec4 texColor = texture(diffTex, vertUV0);
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fragColor = vec4(texColor.rgb * vertColor * (finalAmbient + finalDiffuse + finalSpecular) , texColor.a);
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fragColor = vec4(finalAmbient + finalDiffuse + finalSpecular, 1);
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}
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