//Vertex Shader #version 330 core layout (location = 0) in vec3 aPos; //layout (location = 1) in vec3 aColor; //layout (location = 1) in vec2 aTexCoord; //layout (location = 2) in vec3 aNormal; //out vec3 ourColor; //uniform vec3 offset; uniform mat4 transform; uniform mat4 model; uniform mat4 view; uniform mat4 projection; //out vec3 ourPos; //out vec2 TexCoord; //out vec3 FragPos; //out vec3 Normal; void main() { //gl_Position = vec4(aPos, 1.0); gl_Position = projection * view * model * vec4(aPos, 1.0); //ourColor = aColor; //FragPos = vec3(model * vec4(aPos, 1.0)); //TexCoord = aTexCoord; //Normal = mat3(transpose(inverse(model))) * aNormal; } //Fragment Shader #version 330 core out vec4 FragColor; //in vec3 ourColor; //in vec2 TexCoord; //uniform sampler2D ourTexture1; //uniform sampler2D ourTexture2; //in vec3 Normal; //uniform vec3 lightPos; //in vec3 FragPos; void main() { //vec3 lightColor = vec3(1.0, 1.0, 1.0); //vec3 norm = normalize(Normal); //vec3 lightDir = normalize(lightPos - FragPos); //float diff = max(dot(Normal, lightDir), 0.0); //vec3 diffuse = diff * lightColor; //vec3 result = diffuse * objectColor; //FragColor = mix(texture(ourTexture1, TexCoord), texture(ourTexture2, TexCoord), 0.2);// - (vec4(diffuse, 1.0)*0.2);// * vec4(ourColor, 1.0); FragColor = vec4(0.5, 0.5, 0.5, 1.0); }