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adds wireCube primitive scale of the command taken into account shading light is more vertical
16 lines
293 B
GLSL
16 lines
293 B
GLSL
#version 330 compatibility
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in vec3 vertexColor;
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in vec3 vertexNormal;
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out vec4 fragColor;
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void main()
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{
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vec3 lightDir = normalize(vec3(-1.,-0.5,-2.));
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float lightAttenuation = dot(-lightDir, vertexNormal) * 0.5 + 0.5;
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fragColor = vec4(vertexColor * lightAttenuation, 1.);
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}
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