2026-05-01 20:06:54 -05:00
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#version 400
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out vec4 FragColor;
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in vec3 Position;
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in vec2 TexCoord;
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in vec3 Normal;
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uniform vec3 viewPosition;
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uniform vec3 phongAmbient;
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uniform vec3 phongDiffuse;
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uniform vec3 phongSpecular;
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uniform float phongShininess;
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2026-05-03 00:08:13 -05:00
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uniform vec3 lightDirection;
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2026-05-01 20:06:54 -05:00
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uniform vec3 lightAmbient;
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uniform vec3 lightDiffuse;
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uniform vec3 lightSpecular;
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void main() {
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2026-05-03 00:08:13 -05:00
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(-lightDirection);
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2026-05-01 20:06:54 -05:00
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2026-05-03 00:08:13 -05:00
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vec3 ambient = (phongAmbient);
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2026-05-01 20:06:54 -05:00
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float diffImpact = max(dot(norm, lightDir), 0.0);
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2026-05-03 00:08:13 -05:00
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vec3 diffuse = (phongDiffuse * diffImpact);
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2026-05-01 20:06:54 -05:00
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2026-05-03 00:08:13 -05:00
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vec3 result = ambient + diffuse;
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2026-05-01 20:06:54 -05:00
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FragColor = vec4(result, 1.0);
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}
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