35 lines
600 B
GLSL
35 lines
600 B
GLSL
#type vertex
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#version 430
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layout(location = 0) in vec3 a_Position;
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layout(location = 1) in vec3 a_Normal;
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layout(location = 2) in vec3 a_Tangent;
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layout(location = 3) in vec3 a_Bitangent;
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layout(location = 4) in vec2 a_TexCoord;
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uniform mat4 u_MVP;
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out vec3 v_Normal;
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void main()
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{
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gl_Position = u_MVP * vec4(a_Position, 1.0);
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v_Normal = a_Normal;
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}
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#type fragment
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#version 430
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layout(location = 0) out vec4 finalColor;
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uniform vec4 u_Color;
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in vec3 v_Normal;
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void main()
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{
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finalColor = vec4(0.8, 0.0, 0.8, 1.0);
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finalColor = vec4((v_Normal * 0.5 + 0.5), 1.0);// * u_Color.xyz, 1.0);
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} |