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#version 420 // Keeping you on the bleeding edge! | |
#extension GL_EXT_gpu_shader4 : enable | |
smooth in vec3 fragmentNormal; | |
// Force location to 0 to ensure its the first output | |
layout (location = 0) out vec4 o_FragColor; | |
struct Lights | |
{ | |
vec3 position; | |
vec3 diffuse; // Colour | |
}; | |
float lambert(vec3 N, vec3 L) | |
{ | |
vec3 nrmN = normalize(N); | |
vec3 nrmL = normalize(L); | |
float result = dot(nrmN, nrmL); | |
return max(result, 0.0); | |
} | |
void main() | |
{ | |
// Temporary light, exam one will be a uniform input | |
Lights light; | |
light.position = vec3(2,1,4); | |
light.diffuse = vec3(1.0, 1.0, 1.0); | |
// | |
vec3 result = light.diffuse * lambert(fragmentNormal, light.position);; | |
o_FragColor = vec4(result.rgb, 1.0); | |
} |
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