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- #version 400 core
- in vec2 texturePosition;
- in vec3 surfaceNormal;
- in vec3 toPointLight[19];
- out vec4 out_Color;
- uniform sampler2D texture;
- uniform vec4 ambientLight;
- uniform vec4 pointLightData[19];
- uniform float pointLightCount;
- uniform float useFakelighting;
- //********************************
- in vec3 toCamera;
- uniform float reflectivity;
- uniform float shineDamper;
- //********************************
- void main(void){
- //Texture
- out_Color=texture(texture, texturePosition);
- //Ambient light 00
- vec4 textureColourAmbient=out_Color*ambientLight;;
- //Point light
- vec4 totalDiffuse=vec4(0.0);
- if(useFakelighting<0.5){
- for(int i=0;i<pointLightCount;i++){
- float dp=dot(normalize(surfaceNormal), normalize(toPointLight[i]));
- float brightness=max(dp, 0.0);
- totalDiffuse=totalDiffuse+(brightness*pointLightData[i]);
- }
- }else{
- for(int i=0;i<pointLightCount;i++){
- totalDiffuse=totalDiffuse+pointLightData[i];
- }
- }
- out_Color=totalDiffuse*out_Color;
- //Ambient light 01
- out_Color=out_Color+textureColourAmbient;
- }
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