RustPhysicsMQ/src/shaders/shader.frag

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#version 330 core
in vec4 v_normal;
in vec4 color;
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in vec3 light_direction;
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uniform int render_normals_bool;
out vec4 FragColor;
const float ambient_strenght = 0.3;
const float diffuse_strenght = 0.7;
void main() {
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float diff = max(dot(normalize(vec3(v_normal.x, v_normal.y, v_normal.z)), normalize(light_direction)), 0) * diffuse_strenght;
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if (render_normals_bool == 1) {
FragColor = vec4(v_normal);
}
else {
FragColor = color * (1 / 256.0) * (ambient_strenght + diff);
}
}