23 lines
456 B
GLSL
23 lines
456 B
GLSL
#version 450
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in vec3 vcolor;
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in vec3 wnormal;
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out vec4 fragColor;
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void main() {
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vec3 n = normalize(wnormal);
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vec3 basecol;
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float roughness;
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float metallic;
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float occlusion;
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float specular;
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float emission;
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vec3 Attribute_Color_res = vcolor;
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basecol = Attribute_Color_res;
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roughness = 0.0;
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metallic = 0.0;
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occlusion = 1.0;
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specular = 0.0;
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emission = 0.0;
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fragColor = vec4(basecol, 1.0);
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fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2));
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}
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