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@adventureloop
Created April 16, 2013 20:22
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#version 330
in vec4 position;
in vec4 color;
in vec3 normal;
in vec2 textureCoord;
out vec4 outColor;
uniform mat4 perspectiveMatrix;
void main()
{
vec2 text = textureCoord * 1.0;
vec4 tempPosition = position + vec4(0.5,-1.0,-1.5,0.0);
gl_Position = tempPosition * perspectiveMatrix;
//Do some lighting
vec4 ambientIntensity = vec4(0.5,0.5,0.5,1.0);
vec4 lightIntensity = vec4(1.0,1.0,1.0,1.0);
vec3 dirToLight = vec3(0.866,0.5,0.5);
mat3 normalMatrix = mat3(1.0);
vec3 normcap = normalize(normalMatrix * normal);
float cosAngIncidence = dot(normal, dirToLight);
cosAngIncidence = clamp(cosAngIncidence, 0, 1);
outColor= (color * lightIntensity * cosAngIncidence) +
(color * ambientIntensity);
}
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