we got cubes now
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#version 330 core
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out vec4 fragColor;
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//uniform float light_power;
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//uniform vec3 lightColor;
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//uniform vec3 objectColor;
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//uniform vec3 viewPos;
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// in vec3 FragPos;
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//in vec3 Normal;
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//in vec3 LightPos;
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// const float light_power = 12.0;
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const float ambientStrength = 0.2;
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const float shininess = 64.0;
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const float screenGamma = 2.2; // Assume the monitor is calibrated to the sRGB color space
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void main()
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{
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fragColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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@@ -0,0 +1,23 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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// layout (location = 1) in vec3 aNormal;
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//layout (location = 1) in vec3 aColor;
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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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// uniform vec3 lightPos;
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// out vec3 FragPos;
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// out vec3 Normal;
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// out vec3 LightPos;
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void main()
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{
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// * view * model
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gl_Position = projection * model * vec4(aPos, 1.0);
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// FragPos = vec3(vec4(aPos, 1.0));
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// Normal = mat3(transpose(inverse(view * model))) * aNormal;
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// LightPos = vec3(view * vec4(lightPos, 1.0));
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}
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@@ -0,0 +1,11 @@
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#version 330 core
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out vec4 FragColor;
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uniform vec3 lightColor;
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void main()
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{
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FragColor = vec4(lightColor, 1.0);
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}
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@@ -0,0 +1,15 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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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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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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}
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