* added a shitty ecs that I'm confident is way worse than just looping objects lol * mader a rendering system based on ecs
17 lines
330 B
GLSL
17 lines
330 B
GLSL
#version 300 es
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precision highp float;
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in vec3 vNormal;
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out vec4 fragColor;
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void main() {
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vec3 normal = normalize(vNormal);
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vec3 lightDir = normalize(vec3(0.0, 0.0, 1.0));
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float diff = max(dot(normal, lightDir), 0.0);
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vec3 diffuseColor = vec3(1.0, 0.5, 0.3) * diff;
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fragColor = vec4(diffuseColor, 1.0);
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}
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