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openmw/files/shaders/debug_fragment.glsl

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#version 120
2021-08-05 00:49:57 +00:00
#include "vertexcolors.glsl"
varying vec3 vertexNormal;
uniform int useAdvancedShader = 0;
void main()
{
vec3 lightDir = normalize(vec3(-1., -0.5, -2.));
float lightAttenuation = dot(-lightDir, vertexNormal) * 0.5 + 0.5;
if(useAdvancedShader == 0)
{
gl_FragData[0] = getDiffuseColor();
}
else
{
gl_FragData[0] = vec4(passColor.xyz * lightAttenuation, 1.);
}
}