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Jun 13th, 2020
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  1. #version 330 core
  2. out vec4 gl_FragColor;
  3. //out float gl_FragDepth ;
  4.  
  5. in vec3 location;
  6. in vec3 normal;
  7.  
  8. void main()
  9. {
  10.     vec3 normal_normalized = normalize(normal);
  11.     vec3 light_dir = vec3(0, -1, 0);
  12.  
  13.     float light_amount = dot(normal_normalized, light_dir);
  14.  
  15.     vec3 color = vec3(1.0f, 0.5f, 0.2f);
  16.     color = color * light_amount;
  17.     color = clamp(color, vec3(0,0,0), vec3(1,1,1));
  18.     color.r += 0.1;
  19.     color.g += 0.1;
  20.     color.b += 0.1;
  21.     //gl_FragColor = vec4(color.r, color.g, color.b , 1.0);
  22.     gl_FragDepth = location.z / 1000;
  23.      gl_FragColor = vec4(vec3(gl_FragCoord.z), 1.0);
  24.  
  25. }
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