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@ -1,7 +1,5 @@ |
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#version 120 |
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precision mediump float; |
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#define MAX_LIGHTS 4 |
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#define LIGHT_DIRECTIONAL 0 |
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#define LIGHT_POINT 1 |
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@ -17,12 +15,12 @@ struct Light { |
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}; |
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// Input vertex attributes (from vertex shader) |
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varying in vec3 fragPosition; |
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varying in vec2 fragTexCoord; |
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varying in vec4 fragColor; |
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varying in vec3 fragNormal; |
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varying in vec4 shadowPos; |
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varying in mat3 TBN; |
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varying vec3 fragPosition; |
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varying vec2 fragTexCoord; |
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varying vec4 fragColor; |
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varying vec3 fragNormal; |
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varying vec4 shadowPos; |
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varying mat3 TBN; |
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// Input uniform values |
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@ -153,4 +151,4 @@ void main() |
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gl_FragColor = vec4(color,1.0); |
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} |
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} |