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basic.glsl
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#version 330
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 normal;
uniform mat4 u_transformationMatrix;
uniform mat4 u_projectionMatrix;
uniform mat4 u_viewMatrix;
out vec3 v_normal;
out vec3 v_position;
out vec4 debugColor;
void main () {
mat4 mvp = u_projectionMatrix * u_viewMatrix * u_transformationMatrix;
v_normal = (u_transformationMatrix * vec4(normal, 0.0)).xyz;
v_position = (u_transformationMatrix * vec4(vertexPosition, 1.0)).xyz;
gl_Position = mvp * vec4(vertexPosition, 1.0);
}
@
#version 330
in vec3 v_normal;
in vec3 v_position;
out vec4 finalColor;
uniform vec3 u_cameraPos;
void main() {
vec3 normal = normalize(v_normal);
vec3 lightPos = vec3(1000, 1000, 1000);
vec4 lightColor = vec4(0.7, 0.6, 0.2, 1);
vec3 lightRay = normalize(lightPos - v_position);
float dist = dot(v_normal, lightRay);
dist = clamp(dist, 0.0, 1.0);
vec4 diffuse = lightColor * dist;
finalColor = diffuse + vec4(0.1, 0.1, 0.12, 1);
}