light struct
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@@ -6,35 +6,43 @@ struct Material {
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float shininess;
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};
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struct Light {
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vec3 position;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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out vec4 FragColor;
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in vec3 FragPos;
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in vec3 Normal;
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uniform vec3 ourColor;
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uniform vec3 lightColor;
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uniform vec3 lightPos;
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uniform vec3 viewPos;
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uniform Material material;
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uniform Light light;
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void main()
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{
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//misc
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos);
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vec3 lightDir = normalize(light.position - FragPos);
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// ambient
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vec3 ambient = vec3(0.2) * (lightColor * material.ambient);
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vec3 ambient = light.ambient * material.ambient;
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// diffuse
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = lightColor * (diff * material.diffuse);
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vec3 diffuse = light.diffuse * (diff * material.diffuse);
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// specular
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 specular = vec3(0.5) * (lightColor * (spec * material.specular));
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vec3 specular = light.specular * (spec * material.specular);
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//out
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vec3 result = ambient + diffuse + specular;
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