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			23 lines
		
	
	
	
		
			428 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			23 lines
		
	
	
	
		
			428 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 120
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#include "vertexcolors.glsl"
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varying vec3 vertexNormal;
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uniform bool useAdvancedShader = false;
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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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    if(!useAdvancedShader)
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    {
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        gl_FragData[0] = getDiffuseColor();
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    }
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    else
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    {
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        gl_FragData[0] = vec4(passColor.xyz * lightAttenuation, 1.);
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    }
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}
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