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- #version 150
- const vec2 lightBias = vec2(0.7, 0.6);//just indicates the balance between diffuse and ambient lighting
- in vec2 pass_textureCoords;
- in vec3 pass_normal;
- out vec4 out_colour;
- uniform sampler2D diffuseMap;
- uniform vec3 lightDirection;
- void main(void){
-
- vec4 diffuseColour = texture(diffuseMap, pass_textureCoords);
- vec3 unitNormal = normalize(pass_normal);
- float diffuseLight = max(dot(-lightDirection, unitNormal), 0.0) * lightBias.x + lightBias.y;
- out_colour = diffuseColour * diffuseLight;
-
- }
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