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14 lines
263 B
GLSL
14 lines
263 B
GLSL
in vec3 v_normal;
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const vec3 lightDir = vec3(0.316, 0.0, 0.948);
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uniform vec4 u_color;
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out vec4 v_FragColor;
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void main()
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{
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float phongDiffuse = max(0.0, -dot(lightDir, v_normal));
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v_FragColor = vec4((phongDiffuse * 0.5 + 0.5) * u_color.rgb, u_color.a);
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}
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