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- #version 330
- uniform vec4 color;
- uniform vec3 lightPosition;
- uniform vec3 lightColor;
- uniform vec3 diffuseLight;
- uniform float distanceEffect;
- in vec3 smoothNormal;
- in vec3 smoothPosition;
- out vec4 resultColor;
- void main()
- {
- /*vec3 direction = normalize(lightPosition - smoothPosition);
- float angleCos = max(dot(direction, normalize(smoothNormal)), 0.0f);
- angleCos /= distance(lightPosition, smoothPosition) * distanceEffect;
- vec3 light = angleCos * lightColor + diffuseLight;
- resultColor = vec4(light * color.rgb, color.a);*/
- resultColor = color;
- }
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