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21 lines
565 B
21 lines
565 B
2 years ago
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#version 330 core
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layout(location = 0) in vec3 vertPosition;
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layout(location = 1) in vec3 vertNormal;
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layout(location = 2) in vec2 vertUV;
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uniform mat4 cameraMatrix;
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uniform mat4 modelMatrix;
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out vec4 fragColor;
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out vec2 fragUV;
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void main()
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{
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gl_Position = cameraMatrix * modelMatrix * vec4(vertPosition, 1.0);
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// Apply a pseudo-lighting effect based on the object's normals and rotation.
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vec3 normal = mat3(modelMatrix) * vertNormal;
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float l = 0.5 + (normal.y + 1) / 4.0 - (normal.z + 1) / 8.0;
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fragColor = vec4(l, l, l, 1.0);
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fragUV = vertUV;
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}
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