|  | @ -3,7 +3,7 @@ | 
														
													
														
															
																|  |  | // Input vertex attributes (from vertex shader) |  |  | // Input vertex attributes (from vertex shader) | 
														
													
														
															
																|  |  | in vec3 fragPosition; |  |  | in vec3 fragPosition; | 
														
													
														
															
																|  |  | in vec2 fragTexCoord; |  |  | in vec2 fragTexCoord; | 
														
													
														
															
																|  |  | //in vec4 fragColor; |  |  |  | 
														
													
														
															
																|  |  |  |  |  | in vec4 fragColor; | 
														
													
														
															
																|  |  | in vec3 fragNormal; |  |  | in vec3 fragNormal; | 
														
													
														
															
																|  |  |  |  |  |  | 
														
													
														
															
																|  |  | // Input uniform values |  |  | // Input uniform values | 
														
													
												
													
														
															
																|  | @ -41,6 +41,8 @@ void main() | 
														
													
														
															
																|  |  | vec3 viewD = normalize(viewPos - fragPosition); |  |  | vec3 viewD = normalize(viewPos - fragPosition); | 
														
													
														
															
																|  |  | vec3 specular = vec3(0.0); |  |  | vec3 specular = vec3(0.0); | 
														
													
														
															
																|  |  |  |  |  |  | 
														
													
														
															
																|  |  |  |  |  | vec4 tint = colDiffuse * fragColor; | 
														
													
														
															
																|  |  |  |  |  |  | 
														
													
														
															
																|  |  | // NOTE: Implement here your fragment shader code |  |  | // NOTE: Implement here your fragment shader code | 
														
													
														
															
																|  |  |  |  |  |  | 
														
													
														
															
																|  |  | for (int i = 0; i < MAX_LIGHTS; i++) |  |  | for (int i = 0; i < MAX_LIGHTS; i++) | 
														
													
												
													
														
															
																|  | @ -68,8 +70,8 @@ void main() | 
														
													
														
															
																|  |  | } |  |  | } | 
														
													
														
															
																|  |  | } |  |  | } | 
														
													
														
															
																|  |  |  |  |  |  | 
														
													
														
															
																|  |  | finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); |  |  |  | 
														
													
														
															
																|  |  | finalColor += texelColor*(ambient/10.0)*colDiffuse; |  |  |  | 
														
													
														
															
																|  |  |  |  |  | finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0))); | 
														
													
														
															
																|  |  |  |  |  | finalColor += texelColor*(ambient/10.0)*tint; | 
														
													
														
															
																|  |  |  |  |  |  | 
														
													
														
															
																|  |  | // Gamma correction |  |  | // Gamma correction | 
														
													
														
															
																|  |  | finalColor = pow(finalColor, vec4(1.0/2.2)); |  |  | finalColor = pow(finalColor, vec4(1.0/2.2)); | 
														
													
												
													
														
															
																|  |  |