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GLSL
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#version 120
2021-08-04 17:49:57 -07:00
#include "vertexcolors.glsl"
varying vec3 vertexNormal;
uniform bool useAdvancedShader = false;
void main()
{
vec3 lightDir = normalize(vec3(-1., -0.5, -2.));
float lightAttenuation = dot(-lightDir, vertexNormal) * 0.5 + 0.5;
if(!useAdvancedShader)
{
gl_FragData[0] = getDiffuseColor();
}
else
{
gl_FragData[0] = vec4(passColor.xyz * lightAttenuation, 1.);
}
}