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- #version 330 core
- out vec4 gl_FragColor;
- //out float gl_FragDepth ;
- in vec3 location;
- in vec3 normal;
- void main()
- {
- vec3 normal_normalized = normalize(normal);
- vec3 light_dir = vec3(0, -1, 0);
- float light_amount = dot(normal_normalized, light_dir);
- vec3 color = vec3(1.0f, 0.5f, 0.2f);
- color = color * light_amount;
- color = clamp(color, vec3(0,0,0), vec3(1,1,1));
- color.r += 0.1;
- color.g += 0.1;
- color.b += 0.1;
- //gl_FragColor = vec4(color.r, color.g, color.b , 1.0);
- gl_FragDepth = location.z / 1000;
- gl_FragColor = vec4(vec3(gl_FragCoord.z), 1.0);
- }
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