fixed a lot of stuff with camera and importing
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@@ -6,6 +6,8 @@ in vec3 Position;
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in vec2 TexCoord;
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in vec3 Normal;
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uniform sampler2D diffuse;
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uniform vec3 viewPosition;
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uniform vec3 phongAmbient;
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@@ -19,13 +21,15 @@ uniform vec3 lightDiffuse;
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uniform vec3 lightSpecular;
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void main() {
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vec4 diffuseColor = texture(diffuse, TexCoord);
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(-lightDirection);
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vec3 ambient = (phongAmbient);
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vec3 ambient = phongAmbient * vec3(diffuseColor);
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float diffImpact = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = (phongDiffuse * diffImpact);
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vec3 diffuse = (phongDiffuse * vec3(diffuseColor)) * diffImpact;
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vec3 result = ambient + diffuse;
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FragColor = vec4(result, 1.0);
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