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