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27 lines
642 B
GLSL
Executable File
27 lines
642 B
GLSL
Executable File
#version 410
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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 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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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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