Start the lighting chapters
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@@ -1,13 +1,10 @@
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#version 330 core
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in vec2 tex_coords;
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out vec4 color;
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uniform float mix_factor;
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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uniform vec3 object_color;
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uniform vec3 light_color;
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void main() {
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color = mix(texture(texture0, tex_coords), texture(texture1, tex_coords), mix_factor);
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color = vec4(object_color * light_color, 1.0);
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};
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7
shaders/light_frag.glsl
Normal file
7
shaders/light_frag.glsl
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@@ -0,0 +1,7 @@
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#version 330 core
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out vec4 color;
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void main() {
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color = vec4(1.0);
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}
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@@ -1,15 +1,11 @@
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#version 330 core
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layout(location=0) in vec3 position;
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layout(location=1) in vec2 uv;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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out vec2 tex_coords;
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void main() {
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tex_coords = uv;
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gl_Position = projection * view * model * vec4(position, 1.0);
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};
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