still no idea why it isn't working
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@@ -1,5 +1,5 @@
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#version 330 core
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out vec4 FragColor;
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out vec4 fragColor;
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//uniform float light_power;
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@@ -7,7 +7,7 @@ out vec4 FragColor;
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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 FragPos;
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//in vec3 Normal;
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//in vec3 LightPos;
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@@ -18,6 +18,6 @@ const float screenGamma = 2.2; // Assume the monitor is calibrated to the sRGB c
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void main()
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{
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FragColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
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fragColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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@@ -8,7 +8,7 @@ layout (location = 0) in vec3 aPos;
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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 FragPos;
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// out vec3 Normal;
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// out vec3 LightPos;
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@@ -16,7 +16,7 @@ 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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// 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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